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DryBones
 

File

Flags

Properties

//$categoryMonsters
activesound"DRYBIDLE"
deathsound"skeleton/death"
gibhealth20
health100
height56
hitobituary"%o didn't expect to be punched by a skeleton."
mass500
meleesound"skeleton/melee"
meleethreshold196
minmissilechance250
obituary"It was too spooky for %o"
painchance100
painsound"skeleton/pain"
radius20
scale0.8
seesound"DRYBSEE"
speed7

States

Spawn: DRYB AB 10 A_Look Loop See: DRYB AABBCCDDEEFF 2 A_Chase Loop Melee: DRYB G 0 A_FaceTarget DRYB G 6 A_SkelWhoosh DRYB H 6 A_FaceTarget DRYB I 6 A_SkelFist Goto See Missile: TNT1 A 0 A_JumpIfCloser(1536, "YesMissile") Goto See YesMissile: DRYB G 0 A_FaceTarget DRYB G 6 A_FaceTarget DRYB H 6 A_CustomMissile("BoneProj",52,0) DRYB I 6 A_FaceTarget Goto See Pain: DRYB L 5 DRYB L 5 A_Pain Goto See Death: DRYB LM 7 DRYB N 7 A_Playsound ("DRYBFALL") DRYB O 7 A_NoBlocking DRYB P 7 DRYB Q 70 DRYB Q 1 CanRaise Thing_Raise(0) Goto DeathLoop DeathLoop: DRYB Q 1 CanRaise Thing_Raise(0) DRYB Q 1 Loop Death.TrumpetDMG: Death.StarDMG: XDeath: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "XDeathNormal") TNT1 A 0 A_SpawnItemEx ("800_Score", 0, 0, 32, 0, 0, 1) XDeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 800) DRYB LM 1 TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnItemEx("Bonehead", random (0, -3), random (0, -3), 50, 5, 0, 5,random (0, 360)) TNT1 A 0 A_SpawnItemEx("BoneArm1", random (15, -15), random (15, -15), 40, 5, 0, 5,random (0, 360)) TNT1 A 0 A_SpawnItemEx("BoneArm2", random (-15, 15), random (-15, 15), 43, 5, 0, 5,random (0, 360)) TNT1 A 0 A_SpawnItemEx("BoneCase", random (0, -3), random (0, -3), 30, 0, 5, 5,random (0, 360)) TNT1 A 0 A_SpawnItemEx("BonePelvis", random (0, -3), random (0, -3), 20, 5, 0, 5,random (0, 360)) TNT1 A 0 A_SpawnItemEx("BoneLeg1", random (5, -5), random (5, -5), 10, 5, 0, 5,random (0, 360)) TNT1 A 0 A_SpawnItemEx("BoneLeg2", random (5, -5), random (5, -5), 10, 5, 0, 5,random (0, 360)) TNT1 AAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) TNT1 A -1 Stop Raise: DRYB Q 5 A_Playsound ("DRYBRAIS") DRYB PONML 5 Goto See

Class Hierarchy

Classes defined in \DEC_ENEM