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Anubeast
 

File

Flags

Properties

//$categoryBosses
//$color4
activesound"baron/active"
deathsound"baron/death"
health6000
height64
hitobituary"%o got his guts ripped out by Anubeast."
mass1000
obituary"%o became a mummy."
painchance40
painsound"baron/pain"
radius24
seesound"baron/sight"
speed16

States

Spawn: ABST AB 10 A_Look Loop See: ABST AABBCCDD 3 A_Chase Loop Melee: Missile: TNT1 A 0 A_Jump (128, 2) TNT1 A 0 A_JumpIfHealthLower(1000, "MissileFullRot") TNT1 A 0 A_Jump (128, 2) TNT1 A 0 A_JumpIfHealthLower(4000, "MissileBall") TNT1 A 0 A_JumpIfHealthLower(4000, "MissileBurst") ABST EF 8 A_FaceTarget ABST G 8 A_CustomComboAttack("SnakeBall", 32, 10 * random(1, 8), "baron/melee") Goto See MissileBurst: TNT1 A 0 A_SetSpeed (24) TNT1 A 0 A_ChangeFlag("MISSILEMORE", TRUE) ABST EF 4 A_FaceTarget ABST G 4 A_CustomComboAttack("SnakeBall", 32, 10 * random(1, 8), "baron/melee") ABST F 4 A_FaceTarget ABST G 4 A_CustomComboAttack("SnakeBall", 32, 10 * random(1, 8), "baron/melee") ABST F 4 A_FaceTarget ABST G 4 A_CustomComboAttack("SnakeBall", 32, 10 * random(1, 8), "baron/melee") Goto See MissileBall: TNT1 A 0 A_SetSpeed (24) TNT1 A 0 A_ChangeFlag("MISSILEMORE", TRUE) ABST EF 4 A_FaceTarget ABST G 4 A_CustomComboAttack("AnuBall", 32, 10 * random(1, 8), "baron/melee") Goto See MissileFullRot: ABST EF 8 A_FaceTarget ABST G 4 TNT1 A 0 A_CustomMissile("SnakeBallBig",39,0,0) ABST G 1 TNT1 A 0 A_CustomMissile("SnakeBallBig",39,0,45) ABST G 1 TNT1 A 0 A_CustomMissile("SnakeBallBig",39,0,90) ABST G 1 TNT1 A 0 A_CustomMissile("SnakeBallBig",39,0,270) ABST G 1 Goto See Pain: ABST H 2 ABST H 2 A_Pain Goto See Death: ABST I 8 ABST J 8 A_Scream ABST K 8 ABST L 8 A_NoBlocking ABST MN 8 ABST O -1 A_BossDeath Stop

Class Hierarchy

Classes defined in \DEC_BOSS