<
 
BdArchVile
replaces Archvile
 

File

Flags

Properties

//$categoryMonsters
//$spriteDIABA1
activesound"vile/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"vile/death"
gameDoom
health750
height68
mass500
maxdropoffheight32
maxstepheight24
maxtargetrange896
meleesound"vile/stop"
obituary"%o was annihilated by an Arch-Vile."
painchance10"Kick", 200
painsound"vile/pain"
radius20
seesound"vile/sight"
speciesArchvile
speed15

States

Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ceilingz-floorz >= height, "HeightOK") TNT1 A 0 A_SetScale(1) TNT1 A 0 A_SetSize(-1, 56) HeightOK: DIAB B 10 A_Look Loop See: DIAB AABBCCDDCCBB 2 A_VileChase Loop Missile: DIAB E 1 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 5 BRIGHT A_VileStart TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 5 DIAB E 1 A_VileTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 5 A_VileTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 5 A_VileTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 5 A_VileTarget DIAB E 1 A_VileTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 4 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB F 4 BRIGHT A_FaceTarget DIAB F 4 BRIGHT A_FaceTarget DIAB E 1 A_VileTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 4 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB F 4 BRIGHT A_FaceTarget DIAB E 1 A_VileTarget TNT1 A 0 A_CheckSight("See") //Abandon if we can no longer see the player TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 4 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB F 4 BRIGHT A_FaceTarget DIAB E 1 A_VileTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 4 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB E 4 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, 35, random (0, 40), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("SmallFlameTrails", 85, -35, random (0, 40), 2, random (0, 160)) DIAB F 4 BRIGHT A_FaceTarget TNT1 A 0 A_CheckSight("See") //Abandon if we can no longer see the player DIAB JKLMN 3 BRIGHT A_FaceTarget DIAB O 3 BRIGHT A_VileAttack DIAB P 3 BRIGHT Goto See Heal: TNT1 A 0 TNT1 A 0 A_SpawnItemEx("PentagramParticleSpawner", 40) DIBR X 10 BRIGHT Goto See Pain: DIAB Q 5 DIAB Q 5 A_Pain Goto See Pain.Kick: TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(8) DIAB Q 10 A_Pain DIAB Q 10 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_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_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_Jump(256, "DieNormal", "DieGibs", "DieX") Death.Shotgun: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieGibs") Death.RapidFire: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieGibs") Death.Explosive: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIf(health > -10, "DieNormal") TNT1 A 0 A_Jump(256, "DieX") Death.Plasma: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DiePlasma") Death.Flak: XDeath: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieX") DieNormal: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) DIAB RSTUVWX 5 A_SpawnItem ("BdBloodSpawnerSmall", 40) TNT1 A 0 A_SpawnItem ("BdBloodPool") DIAB X -1 DieGibs: TNT1 A 0 A_CustomMissile ("BdGibVileTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdGibVilePiece", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) VIGI CDEFGHIJ 5 A_SpawnItem ("BdBloodSpawnerSmall", 40) TNT1 A 0 A_SpawnItem ("BdBloodPool") VIGI J -1 DiePlasma: TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 { A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshes", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180)); A_CustomMissile ("BdAshesHeavy", 32, 0, random (0, 360), 2, random (0, 180)); } TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMelting", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibVileTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BdGibVilePiece", 35, 0, random (0, 360), 2, random (0, 160)) XBRN A 3 XBRN BBBCCC 3 { A_CustomMissile ("BdFlyingBlood", 15, 0, random (0, 360), 2, random (0, 40)); A_CustomMissile ("BdFlyingBlood", 15, 0, random (0, 360), 2, random (0, 40)); } XBRN DDDEEE 3 { A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160)); A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)); } TNT1 A 1 Stop DieX: TNT1 A 0 A_CustomMissile ("BdGibVileTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BdGibVilePiece", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAAAA 0 A_CustomMissile ("BdBloodLumpBone", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 A 1 Stop

Class Hierarchy

Classes defined in \monsters\Archvile.txt