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BdImp
replaces DoomImp
 

File

Flags

Properties

//$categoryMonsters
activesound"imp/active"
bloodtype"BdBleed", "BdBleed", "BdBleedSaw"
damagefactor"Shrapnel" 0.3
"Kick" 0.5
"Flak" 5.0
"Explosive" 2.0
deathsound"imp/death"
gameDoom
gibhealth35
health75
height52
hitobituary"%o was turned inside-out by an Imp."
maxdropoffheight32
maxstepheight24
obituary"%o was incinerated by an Imp."
painchance200"Kick", 255 "Explosive", 255
painsound"imp/pain"
radius18
seesound"imp/sight"
spawnid5
speciesImp
speed8

States

Spawn: TROS AB 10 A_Look loop See: TROO AAAABBBBCCCCDDDD 2 A_Chase loop Melee: TROO E 1 A_FaceTarget TNT1 A 0 A_JumpIfCloser(50, "Scratch") TROT ACD 3 TNT1 A 0 ThrustThingZ(0, 26, 0, 1) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(-7) TROT EF 2 TNT1 A 0 A_GiveInventory("IsJumping") TROT F 6 A_FaceTarget TNT1 A 0 A_TakeInventory("IsJumping") TROT G 1 A_PlaySound("world/enemylanding") TROT GG 2 A_SpawnProjectile("ImpMeleeAttack", 10) TROT G 1 goto See Scratch: TROO EF 4 A_FaceTarget TROO G 4 A_SpawnProjectile("ImpMeleeAttack", 10) TROO FE 4 goto See Missile: TNT1 A 0 A_JumpIfCloser(200, "Melee") TROO E 4 A_FaceTarget TNT1 A 0 A_JumpIfCloser(170, "Melee") TNT1 A 0 A_Playsound("monsters/imp/charge") TROO EEEEEF 2 { A_SpawnProjectile("SmallFlameTrails", 35, 26, random(0, 40), CMF_AIMDIRECTION, random(0, -160)); A_SpawnProjectile("FlameBall", 35, 26, random(0, 140), CMF_AIMDIRECTION, random(0, -160)); A_FaceTarget; } TROO G 6 A_SpawnProjectile("ImpFireball", 34) TROO F 4 goto See Pain: TROO H 3 TROO H 3 A_Pain goto See Pain.Kick: Pain.SuperKick: TNT1 A 0 A_Pain TNT1 A 0 A_FaceTarget TROO H 8 A_Recoil(5) TNT1 A 0 A_Jump(256, "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", "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, "DieRollBack") Death.SuperKick: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIfInventory("IsJumping", 1, "DieRollBack") TNT1 A 0 A_Jump(256, "DieJustLegs", "DieX", "DieArmOff", "DieRollBack") Death.Shotgun: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIfInventory("IsJumping", 1, "DieRollBackHigh") TNT1 A 0 A_Jump(256, "DieRollBack", "DieArmOff") 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, "DieTornUp", "DieArmOff") 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: TNT1 A 0 A_ChangeFLag("NODROPOFF", 0) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_JumpIfInventory("IsJumping", 1, "DieRollBackHigh") TNT1 A 0 A_Jump(256, "DieJustLegs", "DieArmOff", "DieX", "DieTornUp") XDeath: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_FaceTarget TNT1 A 0 A_Jump(256, "DieX") DieNormal: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerSmall", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TROO JKLM 5 A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TROO M -1 stop DieNormal2: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerSmall", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TROH KLMN 5 A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TROH O -1 stop DieRollBack: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerMed", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, 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, "DieRollback2") TR06 ABCDE 4 A_SpawnProjectile("BdBloodSpawnerTiny", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TR06 FGHIJK 4 TR06 K -1 stop DieRollBackHigh: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerMed", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(20) TNT1 A 0 ThrustThingZ(0, 30, 0, 0) //Set, don't add TNT1 A 0 A_Jump(128, "DieRollback2") TR06 ABCDE 4 A_SpawnProjectile("BdBloodSpawnerTiny", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TR06 FGHIJK 4 TR06 K -1 stop DieRollBack2: TR06 LMNOP 4 A_SpawnProjectile("BdBloodSpawnerTiny", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TR06 QRSTUV 4 TR06 V -1 stop DieArmOff: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerMed", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TNT1 A 0 A_SpawnProjectile("BdGibImpSide", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 A 0 A_Jump(128, "DieArmOff2") TRO3 ABCDE 6 A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TRO3 E -1 stop DieArmOff2: TRO4 ABCDE 6 A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TRO4 E -1 stop DiePlasma: PBR1 A 2 TNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 { A_SpawnProjectile("BdAshes", 32, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -180)); A_SpawnProjectile("BdAshesHeavy", 32, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -180)); } TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerLarge", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) PBR1 BBBBBB 2 { A_SpawnItemEx("BdPlasmaEvaporate", random(-radius/2, radius/2), random(-radius/2, radius/2), 48); A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)); } PBR1 CDEFGH 6 { A_SpawnProjectile("Blood", 10, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)); A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)); } TNT1 A 0 A_SpawnItem ("BdBloodPool") PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 { A_SpawnProjectile("MiniSmoke", 10, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)); A_SpawnItemEx("BdPlasmaEvaporate", random(-radius/2, radius/2), random(-radius/2, radius/2), 8); } PBR1 H -1 stop DieJustLegs: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerMed", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TNT1 AAAA 0 A_SpawnProjectile("BdBloodLumpBone", 42, 0, random(0, 360), CMF_AIMDIRECTION, random(-10, -160)) TNT1 A 0 A_SpawnProjectile("BdGibImpSide", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 A 0 A_SpawnProjectile("BdGibImpHead", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 A 0 A_SpawnProjectile("BdGibImpArm", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TROG ABCDEEEE 6 A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) TROG E -1 stop DieTornUp: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerMed", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TNT1 AAAA 0 A_SpawnProjectile("BdBloodLumpBone", 42, 0, random(0, 360), CMF_AIMDIRECTION, random(-10, -160)) TNT1 AA 0 A_SpawnProjectile("BdGibImpArm", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 A 0 A_SpawnProjectile("BdGibImpHead", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) IZD1 BCDEFGH 6 A_SpawnProjectile("BdBloodDrop", 15, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -40)) IZD1 H -1 stop DieX: TNT1 A 0 A_SpawnProjectile("BdBloodSpawnerMed", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AAAAAAA 0 A_SpawnProjectile("BdBloodLump", 35, 0, random(0, 360), CMF_AIMDIRECTION, random(-45, -80)) TNT1 AAAAAAAA 0 A_SpawnProjectile("BdBloodLumpBone", 42, 0, random(0, 360), CMF_AIMDIRECTION, random(-10, -160)) TNT1 A 0 A_SpawnProjectile("BdGibZombieRibcage", 42, 0, random(0, 360), CMF_AIMDIRECTION, random(-10, -160)) TNT1 AA 0 A_SpawnProjectile("BdGibImpArm", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 AA 0 A_SpawnProjectile("BdGibImpLeg", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 A 0 A_SpawnProjectile("BdGibImpHead", 48, 0, random(0, 360), CMF_AIMDIRECTION, random(0, -160)) TNT1 A 1 //1-tic delay required after XDeath stop Raise: TROO MLKJ 6 goto See

Class Hierarchy

Classes defined in \monsters\Imps.txt