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BD_Fatso
: Fatso
replaces Fatso
 

File

Properties

bloodcolordarkred

States

Spawn: FATT A 15 A_Look loop see: TNT1 A 0 A_SetScale(1.0,1.0) MANC abcdefghij 4 a_chase loop Crush: CRS3 A -1 stop missile: FATA a 17 a_fatraise FATA b 3 FATA c 3 bright a_fatattack1 FATA d 3 bright FATA e 4 FATA a 5 A_FaceTarget FATA A 2 A_FaceTarget FATA b 3 FATA c 3 bright a_fatattack2 FATA d 3 bright FATA e 4 FATA a 5 A_FaceTarget FATA A 2 A_FaceTarget FATA b 3 FATA c 3 bright a_fatattack3 FATA d 3 bright FATA e 4 FATA AA 5 A_FaceTarget goto see pain: FAPP a 3 FAPP b 3 a_pain goto see Death: TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) TNT1 A 0 A_Jump(256,"Death.Vanilla","Death1","Death2") Death.Vanilla: //vanilla MANM a 3 MANM b 3 a_Scream MANM cde 3 MANM f 3 a_noblocking MANM ghijklmnop 3 A_spawnitemEx("BloodSpatter",random(-6,6),random(-6,6),random (20,34),0,0,0,0,SXF_SETMASTER,128) TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER) MANM q -1 a_bossdeath Death1: //fall back TNT1 A 0 A_GiveINventory("BD_KillChecker",1) MANN a 4 MANN b 4 a_Scream MANN cd 4 MANN E 4 a_noblocking MANN Fghijk 4 A_spawnitemEx("BloodSpurt",random(-6,6),random(-6,6),random (20,34),random(3,4),0,random(3,5),random(0,360),SXF_SETMASTER,64) TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER) MANN L -1 a_bossdeath stop Death2: //like vanilla but not exposing brain TNT1 A 0 A_GiveINventory("BD_KillChecker",2) MANO a 4 MANO b 4 a_Scream MANO cd 4 MANO E 4 a_noblocking MANO Fghi 4 A_spawnitemEx("BloodSpatter",random(-6,6),random(-6,6),random (20,34),0,0,0,0,SXF_SETMASTER,128) TNT1 A 0 A_SpawnItemEx("CorpseFlySpawner",0,0,0,0,0,0,0,SXF_SETMASTER) MANO J -1 a_bossdeath stop Death.BFGSplash: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Death") TNT1 A 0 Thing_SetTranslation(0,11) //translation to grey+blood goto Death.PlasmaDamage+2 Death.GreenFire: Death.Fire: Death.PlasmaDamage: TNT1 A 0 A_JumpIf(GetCVAR("bdoom_Gibs")==0,"Death") TNT1 A 0 Thing_SetTranslation(0,7) TNT1 A 0 A_SetScale(randompick(-1.0,1.0),1.0) TNT1 A 0 A_Jump(128,"Death.Plasmadamage1") MANM a 3 MANM b 3 a_Scream MANM cde 3 MANM f 3 a_noblocking MANM ghijklmnop 3 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANM QQQQQ 6 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANM QQQQQ 9 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANM QQQQQ 12 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANM Q -1 stop Death.PlasmaDamage1: TNT1 A 0 A_GiveINventory("BD_KillChecker",2) MANO a 4 MANO b 4 a_Scream MANO cd 4 MANO E 4 a_noblocking MANO Fghi 4 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANO JJJJJ 6 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANO JJJJJ 9 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANO JJJJJ 12 A_SpawnItemEx("BlackSmoke",random(-16,16),random(-16,16),random(8,16),0,0,1) MANO J -1 stop Raise: TNT1 A 0 A_GiveToChildren("WasGibbed",1) TNT1 A 0 Thing_SetTranslation(0,10) TNT1 A 0 A_jumpIfInventory("BD_KillChecker",2,"Raise2") TNT1 A 0 A_jumpIfInventory("BD_KillChecker",1,"Raise1") MANM PONMLKJIHGFEDCBA 2 TNT1 A 0 A_SetScale(1.0,1.0) goto See Raise1: TNT1 A 0 A_TakeInventory("BD_KillChecker",10) MANN KJIHGFEDCBA 2 TNT1 A 0 A_SetScale(1.0,1.0) goto See Raise2: TNT1 A 0 A_TakeInventory("BD_KillChecker",10) MANO IHGFEDCBA 3 TNT1 A 0 A_SetScale(1.0,1.0) goto See

Class Hierarchy

Classes defined in \MONSTERS\Mancubus.txt