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LanternGhoulComet
 

File

Flags

Properties

//$categoryMonsters
activesound"LGHIDLE"
deathsound"LGHDIE"
health200
height40
hitobituary"A lantern ghoul lit %o."
mass9999
obituary"A lantern ghoul lit %o."
painchance0
painsound"LGHHURT"
radius15
renderstyleAdd
seesound"LGHSEE"
speed17

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

Class Hierarchy

Classes defined in \DEC_ALTG