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BdRevenant
replaces Revenant
 

File

Flags

Properties

//$categoryMonsters
activesound"skeleton/active"
bloodtype"LostSoulBlood"
damagefactor"Crush" 10.0
"Blood" 0.0
"BlueBlood" 0.0
"GreenBlood" 0.0
"Avoid" 0.0
"CauseObjectsToSplash" 0.0
"Flak" 2.5
deathsound"skeleton/death"
gameDoom
gibhealth45
health300
height72
mass500
maxdropoffheight32
maxstepheight24
meleesound"skeleton/melee"
meleethreshold196
obituary"%o was wrecked by a Revenant."
painchance50"Kick", 255
painsound"skeleton/pain"
radius20
seesound"skeleton/sight"
speciesRevenant
speed10

States

Spawn: SKEL A 6 A_Look Loop See: SKEL AABBCCDDEEFF 2 A_Chase Loop Melee: SKEL G 1 A_FaceTarget SKEL G 6 A_SkelWhoosh SKEL H 6 A_FaceTarget TNT1 A 0 A_CustomMissile("RevenantMeleeAttack", 20) SKEL I 6 Goto See Missile: // Single seeking TNT1 A 0 A_Jump(128, "DumbfireMissile") SKEL J 1 BRIGHT A_FaceTarget SKEL J 9 BRIGHT A_FaceTarget SKEL K 10 A_CustomMissile("RevenantHomingMissile", 65, randompick(-14, 14)) Goto See DumbfireMissile: // 2 non-seeking missiles SKEL J 1 BRIGHT A_FaceTarget SKEL J 11 BRIGHT A_FaceTarget SKEL K 8 A_CustomMissile("RevenantDumbfireMissile", 65, -14) SKEL J 8 A_FaceTarget SKEL K 8 A_CustomMissile("RevenantDumbfireMissile", 65, 14) SKEL K 8 Goto See Pain: SKEL L 5 SKEL L 5 A_Pain Goto See Pain.Kick: SKEL L 6 { A_FaceTarget; A_Recoil(6); A_Pain; } SKEL L 6 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_FaceTarget TNT1 A 0 A_Recoil(10) 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, "DieInHalf", "DieInHalf2", "DieX") 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, "DieInHalf", "DieInHalf2") 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, "DieRip", "DieInHalf2") 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_Jump(256, "DieInHalf", "DieX", "DieRip", "DieInHalf2") XDeath: TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_Jump(256, "DieX") DieNormal: TNT1 AAA 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) SKEL MNOPQ 7 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SKEL Q -1 DieInHalf: TNT1 A 0 A_CustomMissile ("BdGibRevenantTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAA 0 A_CustomMissile ("BdGibRevenantBone", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibRevenantArm", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibRevenantElbow", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(45, 80)) SKEX ABCDE 8 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) SKEX E -1 DieInHalf2: TNT1 A 0 A_CustomMissile ("BdGibRevenantTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BdGibRevenantBone", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibRevenantArm", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibRevenantElbow", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodSpawnerSmall", 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 AAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(45, 80)) DKEL EFGHI 8 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) DKEL I -1 DieRip: TNT1 AAAAAAAAA 0 A_CustomMissile ("BdGibRevenantBone", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(45, 80)) REVH EFGHIJKL 6 A_CustomMissile ("BdBloodDrop", 15, 0, random (0, 360), 2, random (0, 40)) REVH L -1 DiePlasma: RVDP A 7 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 AA 0 A_CustomMissile ("BdBloodSpawnerMelting", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("BdBloodSpawnerLarge", 35, 0, random (0, 360), 2, random (0, 160)) RVDP BBBCCC 3 { 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)); } RVDP DEFG 3 { 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") RVDP GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 4 { 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), 16); } RVDP G -1 DieX: TNT1 A 0 A_CustomMissile ("BdGibRevenantTopHalf", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAAAAAAA 0 A_CustomMissile ("BdGibRevenantBone", random(15, 40), 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdGibRevenantArm", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAA 0 A_CustomMissile ("BdGibRevenantElbow", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("BdBloodSpawnerSmall", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAA 0 A_CustomMissile ("BdBloodLump", 35, 0, random (0, 360), 2, random(45, 80)) TNT1 AAAA 0 A_CustomMissile ("BdGibGut", 35, 0, random (0, 360), 2, random(45, 80)) Stop Raise: REVH LKJIHGFE 6 Goto See

Class Hierarchy

Classes defined in \monsters\Revenant.txt