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DormSnowZombie
: Archvile
 

File

Flags

Properties

//$categoryMonsters
activesound"imp/active"
bloodtypeCactusSnowTrail
deathsound"RSWMZombie/Death"
health80
height56
hitobituary"%o got way too close to a Snow Zombie."
mass100
missiletypeSnowZombieBall
obituary"%o's face became an ice cream."
painchance200
painsound"RSWMZombie/Pain"
radius20
seesound"DormRSWMZombie/Sight"
speed8

States

Spawn: BZSN N 4 A_Look Loop See: BZSN NOPQRST 3 A_FaceTarget Goto See2 See2: BZSN AA 3 A_Chase BZSN A 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") BZSN BB 3 A_Chase BZSN B 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") BZSN CC 3 A_Chase BZSN C 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") BZSN DD 3 A_Chase BZSN D 0 A_JumpIfInventory("ZombieHealTokenSend", 1, "Revive") Loop Melee: Missile: BZSN EF 8 A_FaceTarget BZSN G 6 A_CustomComboAttack("SnowZombieBall", 36, 3 * random(1, 8), "imp/melee") Goto See2 Pain: BZSN H 2 BZSN H 2 A_Pain Goto See2 Death: TNT1 AAAAAAAAAA 0 A_SpawnItemEX("CactusSnow", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360)) BZSN I 8 BZSN J 8 A_Scream BZSN K 6 BZSN 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)) BZSN L 0 A_SpawnItemEx("ZombieHealScanner", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER) BZSN M -1 Stop Raise: BZSN M 8 A_KillChildren BZSN LKJI 8 Goto See2 Revive: BZSN H 30 Bright A_RadiusGive("ZombieHealTokenReceive", 100, RGF_MONSTERS, 1) BZSN H 0 A_TakeInventory("ZombieHealTokenSend", 1) Goto See2

Class Hierarchy

Classes defined in \DEC_ENEM