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Cybruiser
 

File

Flags

Properties

//$categoryBosses
//$color4
deathsound"monster/brudth"
health10000
height64
hitobituary"%o was smashed by a Cybruiser."
mass10000000
meleedamage10
meleesound"baron/melee"
obituary"%o was blown away by a Cybruiser."
painchance20
painsound"baron/pain"
radius24
seesound"monster/brusit"
speed20

States

Spawn: BRUS AB 10 A_Look Loop See: BRUS A 1 A_Playsound("monster/bruwlk") BRUS A 2 A_Chase BRUS A 3 A_Chase BRUS BB 3 A_Chase BRUS C 1 A_Playsound("monster/bruwlk") BRUS C 2 A_Chase BRUS C 3 A_Chase BRUS DD 3 A_Chase Loop Missile: TNT1 A 0 A_JumpIfHealthLower(4000, "MissileChooseLow") TNT1 A 0 A_JumpIfHealthLower(7000, "MissileChoose") MissileRegular: BRUS E 8 A_FaceTarget BRUS F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0) TNT1 A 0 A_Playsound("monster/bruwlk") BRUS BB 3 A_Chase BRUS E 6 A_FaceTarget BRUS F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0) TNT1 A 0 A_Playsound("monster/bruwlk") BRUS CC 3 A_Chase BRUS E 6 A_FaceTarget BRUS F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0) Goto See MissileChooseLow: TNT1 A 0 A_Jump(128,"MissileFinal") MissileChoose: TNT1 A 0 A_Jump(128,"MissileHoming") TNT1 A 0 A_Jump(32,"MissileRegular") BRUS E 8 A_FaceTarget BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget Goto See MissileHoming: BRUS E 8 A_FaceTarget BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) BRUS E 1 A_FaceTarget BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) BRUS E 1 A_FaceTarget BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) Goto See MissileFinal: BRUS E 4 A_FaceTarget BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) BRUS F 2 Bright A_CustomMissile("BruiserMissileHoming",38,15,random(-2,2),0,random(-1,1)) BRUS F 3 Bright A_CustomMissile("BruiserMissile",38,15,random(-5,5),0,random(-2,2)) BRUS E 1 A_FaceTarget //Melee: // BRUS GH 8 A_FaceTarget // BRUS I 8 A_MeleeAttack // Goto See Pain: BRUS J 2 BRUS J 2 A_Pain Goto See Death: BRUS K 6 Bright A_Scream BRUS LMN 6 Bright BRUS O 6 Bright A_NoBlocking BRUS QR 6 Bright BRUS S 6 BRUS T -1 A_BossDeath Stop

Class Hierarchy

Classes defined in \DEC_BOSS