<
 
BdLostSoul
replaces LostSoul
 

File

Flags

Properties

//$categoryMonsters
//$spriteLSOLA1
activesound"skull/active"
alpha1
attacksound"skull/melee"
bloodtype"LostSoulBlood"
damage(random(10,15))
damagefactor"Fire" 0
"Shrapnel" 0.4
"CauseObjectsToSplash" 0.0
deathsound"monsters/lostsoul/death"
gameDoom
health50
height56
mass50
maxdropoffheight32
maxstepheight24
obituary"$OB_SKULL"
painchance255"Avoid", 255
painsound"skull/pain"
radius16
renderstyleNormal
speciesLostSoul
speed12

States

Spawn: LSOL A 2 BRIGHT A_Look TNT1 A 0 A_SpawnItem ("RedFlareMedium", 0, 24) TNT1 AA 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) Loop See: TNT1 A 0 A_SetRoll(0) TNT1 A 0 A_TakeInventory("MaxLostSoulRange", 30) LSOL A 2 BRIGHT A_Chase("", "") TNT1 A 0 A_JumpIfCloser(160, "Retreat") TNT1 A 0 A_ChangeFlag("NOPAIN", 0) LSOL A 2 BRIGHT A_Chase TNT1 A 0 A_JumpIfCloser(160, "Retreat") TNT1 A 0 A_SpawnItem ("RedFlareMedium", 0, 24) TNT1 A 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_Jump(8, "Spin") Loop Spin: LSOL AAAAAAAAA 2 BRIGHT { A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)); A_SetRoll(roll + 40); A_Chase; } Goto See Retreat: LSOL A 1 A_FaceTarget TNT1 A 0 A_Recoil(3) TNT1 A 0 A_SpawnItem ("RedFlareMedium", 0, 24) TNT1 A 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) Goto See Missile: TNT1 A 0 A_JumpIfCloser(160, "Retreat") TNT1 A 0 A_Jump(64, "MissileRotate") TNT1 A 0 A_SpawnItem ("RedFlare", 0, 24) TNT1 A 0 A_ChangeFlag("NOPAIN", 1) LSOL B 3 BRIGHT A_FaceTarget TNT1 A 0 A_SpawnItem ("RedFlare", 0, 24) TNT1 A 0 A_SkullAttack MissileLoop: TNT1 A 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) LSOL BB 2 BRIGHT A_SpawnItem ("RedFlareMEdium", 0, 24) TNT1 A 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) LSOL BB 2 BRIGHT A_SpawnItem ("RedFlareMEdium", 0, 24) TNT1 A 0 A_JumpIfInventory("MaxLostSoulRange", 10, "See") TNT1 A 0 A_giveInventory("MaxLostSoulRange", 1) Goto MissileLoop MissileRotate: TNT1 A 0 A_SpawnItem ("RedFlare", 0, 24) TNT1 A 0 A_ChangeFlag("NOPAIN", 1) LSOL B 3 BRIGHT A_FaceTarget TNT1 A 0 A_SpawnItem ("RedFlare", 0, 24) TNT1 A 0 A_SkullAttack MissileRotateLoop: TNT1 A 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) LSOL BB 2 BRIGHT { A_SpawnItem ("RedFlareMedium", 0, 24); A_SetRoll(roll + 15); } TNT1 A 0 A_CustomMissile ("SoulTrails", 24, 0, random (0, 360), 2, random (0, 160)) LSOL BB 2 BRIGHT { A_SpawnItem ("RedFlareMedium", 0, 24); A_SetRoll(roll + 15); } TNT1 A 0 A_JumpIfInventory("MaxLostSoulRange", 5, "See") TNT1 A 0 A_giveInventory("MaxLostSoulRange", 1) Goto MissileRotateLoop Bounce.Wall: SKUL AAAAAAAA 3 { A_SpawnItem ("RedFlareMedium", 0, 24); A_SetAngle(angle + 45); } Goto See Pain: TNT1 AAA 0 A_CustomMissile ("SoulTrails", 12, 0, random (0, 360), 2, random (0, 160)) LSOL C 3 BRIGHT LSOL C 1 BRIGHT A_Pain 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, "DieCrash", "DieSuperExplode") 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, "DieExplode", "DieCrash") 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, "DieExplode", "DieCrash") 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, "DieSuperExplode") 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_Jump(256, "DieCrash", "DieExplode", "DieSuperExplode") DieNormal: TNT1 A 0 A_SpawnItem("BdGibLostSoulExplosion") LSOL F 1 A_SpawnItem("BdGibLostSoulFalling") Stop DieExplode: LSOL F 4 BRIGHT A_NoBlocking TNT1 A 0 A_SpawnItem("BdGibLostSoulExplosion") TNT1 A 0 A_SpawnItem("BdLostSoulFragmentSpawner") TNT1 A 1 Stop DieSuperExplode: LSOL F 4 BRIGHT A_NoBlocking TNT1 A 0 A_SpawnItem("BdGibLostSoulExplosion") TNT1 AA 0 A_SpawnItem("BdLostSoulFragmentSpawner") TNT1 A 1 Stop DieCrash: TNT1 A 0 A_SpawnItem("BdGibLostSoulExplosionSmall") LSOL F 1 A_SpawnProjectile("BdGibLostSoulCrashing", 35, 0, random (90, 270), CMF_AIMDIRECTION, -90) Stop

Class Hierarchy

Classes defined in \monsters\LostSoul.txt