File
- Defined in \monsters\Baron.txt
Flags
Properties
//$category | Monsters |
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" |
game | Doom |
gibhealth | 25 |
health | 1000 |
height | 84 |
mass | 2000 |
maxdropoffheight | 32 |
maxstepheight | 24 |
obituary | "%o was brutalized by a Baron." |
painchance | 25"Explosive", 255 |
painsound | "baron/pain" |
scale | 1.2 |
seesound | "baron/sight" |
species | Noble |
speed | 6 |
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, 64)
HeightOK:
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("BaronMeleeAttack",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 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 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_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 A_CustomMissile ("SmallGreenFlameTrails", 58, 30, random (0, 360), 2, random (70, 110))
TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 58, -30, random (0, 360), 2, random (70, 110))
BOSS Q 4 A_FaceTarget
TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 48, 30, random (0, 360), 2, random (70, 110))
TNT1 A 0 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, "DieX", "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", "DieX", "DieHoles", "DieHeadOff")
XDeath:
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_BossDeath
TNT1 A 0 A_Jump(256, "DieX")
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));
}
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMelting", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160))
BOSC AAAAA 2 {
A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 48);
A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40));
}
BOSC BCDE 6 {
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 0 A_SpawnItem ("BdBloodPool")
BOSB DDDDDDDDDDDDDDDDDDDDD 8 {
A_CustomMissile ("MiniSmoke", 10, 0, random (0, 360), 2, random (0, 160));
A_SpawnItemEx("BdPlasmaEvaporate", random(0 - radius/2, radius/2), random(0 - radius/2, radius/2), 8);
}
BOSB D -1
DieX:
TNT1 AA 0 A_CustomMissile ("BdGibBaronLimb", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMelting", 48, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerLarge", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerLarge", 74, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMelting", 16, 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 AAAAAAAAA 0 A_CustomMissile ("BdGibGut", 42, 0, random (0, 360), 2, random (10, 160))
TNT1 A 1
Stop
Raise:
KSA8 GFEDBCA 6
Goto See