File
- Defined in \DEC_ALTG
Flags
Properties
//$category | Monsters |
activesound | "LGHIDLE" |
deathsound | "LGHDIE" |
health | 200 |
height | 40 |
hitobituary | "A lantern ghoul lit %o." |
mass | 9999 |
obituary | "A lantern ghoul lit %o." |
painchance | 0 |
painsound | "LGHHURT" |
radius | 15 |
renderstyle | Add |
seesound | "LGHSEE" |
speed | 17 |
States
Spawn:
NSH2 AABB 2 A_Look
Loop
See:
NSH2 AABB 2 A_FastChase
Loop
Missile:
TNT1 A 0 A_JumpIfCloser(300, "MissileOK")
Goto See
MissileOK:
TNT1 A 0 A_Playsound ("LGHATK")
NSH2 E 4 A_FaceTarget
NSH2 E 2
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, 0)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, 1)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, 2)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, 3)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, 4)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, 5)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, 6)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, 7)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, 8)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, 9)
NSH2 G 0 A_SpidRefire
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, 0)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, -1)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, -2)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, -3)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, -4)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, -5)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, -6)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, -7)
NSH2 F 1 A_CustomMissile("GhoulFlame", 48, 0, -8)
NSH2 F 1 //A_CustomMissile("GhoulFlame", 48, 0, -9)
Goto See
Pain:
NSH2 H 3
NSH2 H 3 A_Pain
NSH2 A 1
Goto See
Death:
TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal")
TNT1 A 0 A_SpawnItemEx ("1000_Score", 0, 0, 32, 0, 0, 1)
DeathNormal:
TNT1 A 0 A_GiveToTarget("ScoreItem", 1000)
TNT1 A 0 A_CustomMissile("GhoulLanternDeath", 0, 0, 0)
NSH2 H 4 A_SetTranslucent(1.0,0)
NSH2 I 4 A_SetTranslucent(0.9,0)
NSH2 I 0 A_Scream
NSH2 J 4 A_SetTranslucent(0.8,0)
NSH2 K 0 A_NoBlocking
NSH2 K 4 A_SetTranslucent(0.7,0)
NSH2 L 4 A_SetTranslucent(0.6,0)
NSH2 M 4 A_SetTranslucent(0.5,0)
NSH2 N 4 A_SetTranslucent(0.4,0)
NSH2 O 4 A_SetTranslucent(0.3,0)
NSH2 P 4 A_SetTranslucent(0.2,0)
TNT1 AAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360))
Stop