File
- Defined in \MONSTERS\Mancubus.txt
Properties
bloodcolor | darkred |
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