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BdHellBaron
replaces BaronofHell
 

File

Flags

Properties

//$categoryMonsters
activesound"baron/active"
bloodtype"BdBleed", "BdBleed", "BdBleedSaw"
damagefactor"Crush" 10.0
"Blood" 0.0
"BlueBlood" 0.0
"GreenBlood" 0.0
"Avoid" 0.0
"CauseObjectsToSplash" 0.0
"Flak" 2.5
deathsound"baron/death"
gameDoom
gibhealth25
health1000
height84
mass2000
maxdropoffheight32
maxstepheight24
obituary"%o was brutalized by a Baron of Hell."
painchance25"Explosive", 255
painsound"baron/pain"
scale1.2
seesound"baron/sight"
speciesNoble
speed6

States

Spawn: BOSS B 10 A_Look Loop See: BOSS AABBCCDD 3 A_Chase Goto see Melee: TNT1 A 0 A_FaceTarget BOSS E 1 BOSS E 6 TNT1 A 0 A_PlaySound("weapons/melee/swing") BOSS F 6 A_FaceTarget BOSS G 6 A_CustomMissile("BaronAttack",10,0,0,0) Goto see Missile: BOSS A 1 TNT1 A 0 A_Jump (64, "SpecialAttack") BOSS F 3 A_FaceTarget TNT1 A 0 A_SetUserVar("user_loop_index", 0) MissileLoop: BOSS E 2 A_FaceTarget TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 79, 40, random (0, 140), 2, random (0, 160)) TNT1 A 0 A_SetUserVar("user_loop_index", user_loop_index+1) TNT1 A 0 A_JumpIf(user_loop_index < 3, "MissileLoop") TNT1 A 0 A_SetUserVar("user_loop_index", 0) BOSS E 2 A_FaceTarget BOSS F 3 A_FaceTarget BOSS G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) Goto see SpecialAttack: BOSS R 3 A_FaceTarget BOSS Q 6 A_FaceTarget TNT1 A 0 A_SetUserVar("user_loop_index", 0) SpecialAttackLoop: BOSS P 2 A_FaceTarget TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, 40, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 79, 40, random (0, 140), 2, random (0, 160)) TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 78, -40, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 79, -40, random (0, 140), 2, random (0, 160)) TNT1 A 0 A_SetUserVar("user_loop_index", user_loop_index+1) TNT1 A 0 A_JumpIf(user_loop_index < 16, "SpecialAttackLoop") TNT1 A 0 A_SetUserVar("user_loop_index", 0) BOSS Q 4 A_FaceTarget TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 58, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 58, -30, random (0, 360), 2, random (70, 110)) BOSS Q 4 A_FaceTarget TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 48, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 bright A_CustomMissile ("SmallGreenFlameTrails", 48, -30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, 9, 11) TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, -9, 11) TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, 22, 11) TNT1 A 0 A_CustomMissile("BaronBall", 36, 15, -22, 11) BOSS R 8 A_CustomMissile("BaronBall", 36, 15, 0, 11) Goto see Pain: BOSS H 3 BOSS H 3 A_Pain Goto see Pain.Explosive: TNT1 A 0 ThrustThingZ(0,10,0,1) Goto Pain Pain.Kick: TNT1 A 0 A_FaceTarget TNT1 A 0 A_ChangeFLag("NOPAIN", 1) TNT1 A 0 ThrustThingZ(0,10,0,1) TNT1 A 0 A_Recoil(8) BOSS H 3 BOSS H 3 A_Pain TNT1 A 0 A_ChangeFLag("NOPAIN", 0) Goto see Death: Death.Bullet: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DieNormal") Death.Kick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DieNormal") Death.SuperKick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DieJustLegs", "DieBlownBack") Death.Shotgun: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DieBlownBack", "DieNormal") Death.RapidFire: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DieBlownBack", "DieHoles", "DieHeadOff") Death.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_JumpIf(health > -10, "DieNormal") TNT1 A 0 A_Jump(256, "XDeath", "DieBlownBack") Death.Plasma: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DiePlasma") Death.Flak: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_BossDeath TNT1 A 0 A_Jump(256, "DieBlownBack", "XDeath", "DieHoles", "DieHeadOff") DieNormal: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 70, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) KSA8 ABCDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) KSA8 G -1 DieBlownBack: TNT1 A 0 A_CustomMissile ("BdGibBaronLimb", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 70, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(13) TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_Jump(128, "DieBlownBack2") BOH3 ABCD 5 A_CustomMissile ("BdBloodSpawnerTiny", 15, 0, random (0, 360), 2, random (0, 40)) BOH3 D -1 DieBlownBack2: BOH3 EFGH 5 A_CustomMissile ("BdBloodSpawnerTiny", 15, 0, random (0, 360), 2, random (0, 40)) BOH3 H -1 DieHoles: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 70, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AA 0 A_CustomMissile ("BdBloodLump", 70, 0, random (0, 360), 2, random(45, 80)) TNT1 AA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AA 0 A_CustomMissile ("BdGibGut", 42, 0, random (0, 360), 2, random (10, 160)) BADD ABCDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) BADD F -1 DieHeadOff: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 16, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 70, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AA 0 A_CustomMissile ("BdGibGut", 42, 0, random (0, 360), 2, random (10, 160)) BADH ABCD 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) BADH D -1 DieJustLegs: TNT1 A 0 A_CustomMissile ("BdGibBaronTopHalf", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 48, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 64, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAAAAAAA 0 A_CustomMissile ("BdBloodLumpBone", 42, 0, random (0, 360), 2, random (10, 160)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 42, 0, random (0, 360), 2, random (10, 160)) BBO2 ABCD 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) BBO2 D -1 DiePlasma: BOSC A 2 TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 { A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180));

Class Hierarchy

Classes defined in \monsters\Baron.txt