<
 
BdHellKnight
replaces HellKnight
 

File

Flags

Properties

//$categoryMonsters
//$spriteBOS2A1C1
activesound"knight/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
damagetypePlasma
deathsound"knight/death"
gameDoom
gibhealth30
health500
height74
mass1000
maxdropoffheight32
maxstepheight24
meleedamage5
obituary"%o was knocked out by a Knight."
painchance25
painsound"knight/pain"
scale1.0
seesound"knight/sight"
speciesNoble
speed8
translation"176:191=112:127"

States

Melee: BOS2 E 6 A_FaceTarget TNT1 A 0 A_PlaySound("weapons/melee/swing") BOS2 F 6 A_FaceTarget BOS2 G 6 A_CustomMissile("KnightMeleeAttack",10,0,0,0) Goto See2 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: BOS2 B 10 A_Look Loop See: TNT1 A 0 Goto Rage See2: BOS2 AA 2 A_Chase BOS2 AA 2 A_Chase BOS2 BB 2 A_Chase BOS2 BB 2 A_Chase BOS2 CC 2 A_Chase BOS2 CC 2 A_Chase BOS2 DD 2 A_Chase BOS2 DD 2 A_Chase Loop Rage: TNT1 A 0 TNT1 A 0 A_CheckSight("See2") BTS2 ABC 2 BTS2 DEDF 3 BTS2 DEDF 3 BTS2 CBA 2 A_FaceTarget TNT1 A 0 HealThing(200) TNT1 A 0 A_Jump(96, "MissileInRage") Goto See2 Missile: BOS2 FE 2 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 64, 30, random (0, 140), 2, random (0, 160)) BOS2 E 2 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 64, 30, random (0, 140), 2, random (0, 160)) BOS2 E 2 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 64, 30, random (0, 140), 2, random (0, 160)) BOS2 E 2 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 64, 30, random (0, 140), 2, random (0, 160)) BOS2 E 2 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 64, 30, random (0, 140), 2, random (0, 160)) BOS2 E 2 A_FaceTarget TNT1 A 0 A_CustomMissile ("SmallGreenFlameTrails", 64, 30, random (0, 360), 2, random (70, 110)) TNT1 A 0 A_CustomMissile ("FlameBallGreen", 64, 30, random (0, 140), 2, random (0, 160)) BOS2 E 2 BOS2 F 8 A_FaceTarget BOS2 G 8 A_CustomMissile("BaronBall", 36, 0, 0, 1) Goto See2 MissileInRage: BOS2 EF 6 A_FaceTarget BOS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1) BAS2 EF 6 A_FaceTarget BAS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1) BAS2 EF 6 A_FaceTarget BAS2 G 6 A_CustomMissile("BaronBall", 36, 0, 0, 1) Goto See2 Pain: BOS2 H 3 BOS2 H 3 A_Pain Goto See2 Pain.Explosive: TNT1 A 0 ThrustThingZ(0,10,0,1) Goto Pain Pain.SuperKick: 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) BOS2 H 3 BOS2 H 3 A_Pain TNT1 A 0 A_ChangeFLag("NOPAIN", 0) Goto See2 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", "DieNormal2") 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", "DieNormal2") 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, "DieJustLegs", "DieArmOff", "DieBlownBack") 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, "DieBlownBack", "DieArmOff", "DieNormal") 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, "DieArmOff", "DieHeadOff") 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", "DieBothOff") 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", "DiePlasma2") Death.Flak: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieJustLegs", "DieX", "DieBothOff") XDeath: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieX") DieNormal: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) KAD1 ABCDEF 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) KAD1 F -1 DieNormal2: TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) HKDD ABCD 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) HKDD D -1 DieBlownBack: TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 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") BAH3 ABCD 5 A_CustomMissile ("BdBloodSpawnerTiny", 15, 0, random (0, 360), 2, random (0, 40)) BAH3 D -1 DieBlownBack2: BAH3 EFGH 5 A_CustomMissile ("BdBloodSpawnerTiny", 15, 0, random (0, 360), 2, random (0, 40)) BAH3 H -1 DieArmOff: TNT1 A 0 A_CustomMissile ("BdGibKnightArm", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 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 ("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)) BTN3 ABCD 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) BTN3 D -1 DieHeadOff: TNT1 A 0 A_CustomMissile ("BdGibKnightHead", 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 ("BdBloodLump", 35, 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)) BOH2 ABCD 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) BOH2 D -1 DieBothOff: TNT1 A 0 A_CustomMissile ("BdGibKnightArm", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibKnightHead", 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 ("BdBloodLump", 35, 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)) KSA1 IJKL 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) KSA1 L -1 DieJustLegs: TNT1 A 0 A_CustomMissile ("BdGibKnightTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 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 AAAA 0 A_CustomMissile ("BdGibGut", 42, 0, random (0, 360), 2, random (10, 160)) BBO1 ABCD 5 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) BBO1 D -1 DiePlasma: BOSB 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 ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) BOSB 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)); } BOSB BCD 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 DiePlasma2: 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 ("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 ("BdGibKnightArm", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibKnightLeg", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdGibKnightHead", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_CustomMissile ("BdBloodSpawnerMed", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 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)) TNT1 A 1 Stop Raise: KAD1 FEDCBA 6 Goto See

Class Hierarchy

Classes defined in \monsters\Knight.txt