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BaronOfHellComet
 

File

Flags

Properties

activesound"baron/active"
deathsound"baron/death"
health1000
height64
hitobituary"$OB_BARONHIT"
mass1000
obituary"$OB_BARON"
painchance50
painsound"baron/pain"
radius24
seesound"baron/sight"
speed8
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

Class Hierarchy

Classes defined in \DEC_ALTG