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DormRedSwampZombie
: Archvile
 

File

Flags

Properties

//$categoryMonsters
activesound"imp/active"
bloodcolorgold
deathsound"RSWMZombie/Death"
health80
height56
hitobituary"%o got way too close to a Swamp Zombie."
mass100
missiletypeRedSwampBall
obituary"%o's face got in contact with toxic waste"
painchance200
painsound"RSWMZombie/Pain"
radius20
seesound"DormRSWMZombie/Sight"
speed8

States

Spawn: BZRD N 4 A_Look Loop See: BZRD NOPQRST 3 A_FaceTarget Goto See2 See2: BZRD AA 3 A_Chase BZRD A 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") BZRD BB 3 A_Chase BZRD B 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") BZRD CC 3 A_Chase BZRD C 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") BZRD DD 3 A_Chase BZRD D 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") Loop Melee: Missile: BZRD EF 8 A_FaceTarget BZRD G 6 A_CustomComboAttack("RedSwampBall", 36, 3 * random(1, 8), "imp/melee") Goto See2 Pain: BZRD H 2 BZRD H 2 A_Pain Goto See2 Death: BZRD I 8 BZRD J 8 A_Scream BZRD K 6 BZRD L 6 A_NoBlocking TNT1 A 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) BZRD L 0 A_SpawnItemEx("ZombieHealScanner", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER) BZRD M -1 Stop Raise: BZRD M 8 A_KillChildren BZRD LKJI 8 Goto See2 Revive: BZRD H 30 Bright A_RadiusGive("ZombieHealTokenReceive", 100, RGF_MONSTERS, 1) BZRD H 0 A_TakeInventory("ZombieHealTokenSend", 1) Goto See2

Class Hierarchy

Classes defined in \DEC_ENEM