File
- Defined in \monsters\Knight.txt
Flags
Properties
//$category | Monsters |
//$sprite | BOS2A1C1 |
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 |
damagetype | Plasma |
deathsound | "knight/death" |
game | Doom |
gibhealth | 30 |
health | 500 |
height | 74 |
mass | 1000 |
maxdropoffheight | 32 |
maxstepheight | 24 |
meleedamage | 5 |
obituary | "%o was knocked out by a Knight." |
painchance | 25 |
painsound | "knight/pain" |
scale | 1.0 |
seesound | "knight/sight" |
species | Noble |
speed | 8 |
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