File
- Defined in \MONSTERS\BaronofHell.txt
Properties
bloodcolor | "10 BB 10" |
bloodtype | GreenBloodSpatter, GreenBloodSpatter, GreenBloodSpatter_Saw |
gibhealth | 60 |
States
Spawn:
BARI ABB 10 A_Look
loop
See:
TNT1 A 0 A_SetScale(1.0,1.0)
BARO ABCDCBA 3 A_Chase
Loop
Melee:
ZBOS a 4 a_facetarget
ZBOS bcde 3
ZBOS f 8 A_bruisattack
Goto See
Missile:
TNT1 A 0 A_FaceTarget
ZBOS AABB 2 A_SpawnItemEx("ParticleFire_Green",4,29,random(60,62),random(0,1),random(0,1),random(1,2),0)
TNT1 A 0 A_FaceTarget
ZBOS CCDD 2 A_SpawnItemEx("ParticleFire_Green",4,31,random(46,48),random(0,1),random(0,1),random(1,2),0)
TNT1 A 0 A_BruisAttack
ZBOS EEFF 2 A_SpawnItemEx("ParticleFire_Green",10,random(-4,-6),random(24,26),random(0,1),random(0,1),random(1,2),0)
Goto See
Pain:
BS1P a 2
BS1P b 2 A_Pain
Goto See
Death:
TNT1 A 0 A_SetScale(scalex*randompick(-1,1),scaley)
TNT1 A 0 A_Jump(256,"Death.Vanilla","Death1","Death2")
Death.Vanilla:
BS1M A 3
BS1M b 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER)
BS1M c 3 A_scream
BS1M defg 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,80)
BS1M h 3 a_noblocking
BS1M ijkl 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,100)
TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
BS1M m -1 A_BossDeath
Stop
Death1: //in halves
TNT1 A 0 A_GiveInventory("BD_KillChecker",1)
BS1N A 3
BS1N b 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER)
BS1N c 3 A_scream
BS1N defg 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,80)
BS1N h 3 a_noblocking
BS1N ijk 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,100)
TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
BS1N L -1 A_BossDeath
Stop
Death2: //fall back
TNT1 A 0 A_GiveInventory("BD_KillChecker",2)
BS1O A 3
BS1O b 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER)
BS1O c 3 A_scream
BS1O defg 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,80)
BS1O h 3 a_noblocking
BS1O iJ 3
TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
BS1O K -1 A_BossDeath
Stop
XDeath:
TNT1 A 0 A_Jump(128,"Death")
TNT1 A 0 A_GiveInventory("BD_KillChecker",3)
BS1X A 3
BS1X b 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER)
BS1X c 3 A_scream
BS1X defg 3 A_SpawnItemEx("GreenBloodSpatter",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,80)
BS1X h 3 a_noblocking
BS1X ijklMNOP 3 A_SpawnItemEx("GreenBloodSpurt",random(-4,4),random(-4,4),random(8,32),random(1,3),0,random(1,4),random(0,360),SXF_SETMASTER,80)
TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER)
BS1X Q -1 A_BossDeath
Stop
Crush:
CRS3 G -1
stop
Raise:
TNT1 A 0 A_GiveToChildren("WasGibbed",1)
TNT1 A 0 A_JumpIfInventory("BD_KillChecker",3,"Raise3")
TNT1 A 0 A_JumpIfInventory("BD_KillChecker",2,"Raise2")
TNT1 A 0 A_JumpIfInventory("BD_KillChecker",1,"Raise1")
BS1M LKJIHGFEDCBA 2
TNT1 A 0 A_SetScale(1.0,1.0)
Goto See
Raise1:
TNT1 A 0 A_TakeInventory("BD_KillChecker",10)
BS1N LKJIHGFEDCBA 2
TNT1 A 0 A_SetScale(1.0,1.0)
Goto See
Raise2:
TNT1 A 0 A_TakeInventory("BD_KillChecker",10)
BS1O JIHGFEDCBA 3
TNT1 A 0 A_SetScale(1.0,1.0)
Goto See
Raise3:
TNT1 A 0 A_TakeInventory("BD_KillChecker",10)
BS1X PONMLKJIHGFEDCBA 2
TNT1 A 0 A_SetScale(1.0,1.0)
Goto See