File
- Defined in \DEC_ALTG
Flags
Properties
activesound | "baron/active" |
deathsound | "baron/death" |
health | 1000 |
height | 64 |
hitobituary | "$OB_BARONHIT" |
mass | 1000 |
obituary | "$OB_BARON" |
painchance | 50 |
painsound | "baron/pain" |
radius | 24 |
seesound | "baron/sight" |
speed | 8 |
translation | "16:47=168:191" |
States
Spawn:
BOSS AB 10 A_Look
Loop
See:
BOSS AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
TNT1 A 0 A_JumpIfCloser(1536, "YesMissile")
Goto See
YesMissile:
TNT1 A 0 A_JumpIfHealthLower(500, "YesMissile2")
BOSS EF 8 A_FaceTarget
BOSS G 8 A_BruisAttack
Goto See
YesMissile2:
BOSS EF 4 A_FaceTarget
BOSS G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10),0,random(-1, 1))
BOSS F 1 A_FaceTarget
BOSS G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10),0,random(-1, 1))
BOSS F 1 A_FaceTarget
BOSS G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10),0,random(-1, 1))
BOSS G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10),0,random(-1, 1))
BOSS F 1 A_FaceTarget
BOSS G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10),0,random(-1, 1))
BOSS F 1 A_FaceTarget
BOSS G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10),0,random(-1, 1))
Goto See
Pain:
BOSS H 2
BOSS H 2 A_Pain
Goto See
Death:
TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal")
TNT1 A 0 A_SpawnItemEx ("2000_Score", 0, 0, 32, 0, 0, 1)
DeathNormal:
TNT1 A 0 A_GiveToTarget("ScoreItem", 2000)
TNT1 AAAAAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360))
BOSS I 8
BOSS J 8 A_Scream
BOSS K 8
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
Raise:
BOSS O 8
BOSS NMLKJI 8
Goto See