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GhostSoul
 

File

Flags

Properties

//$categoryMonsters
activesound"skull/active"
alpha0.8
attacksound"skull/melee"
damage3
deathsound"skull/death"
health50
height56
mass50
obituary"peekaboo, %o!"
painchance256
painsound"skull/pain"
radius16
renderstyleSoulTrans
speed8

States

Spawn: TNT1 A 0 A_JumpIfInTargetLOS("Seen", 130) 2KUL AB 10 Bright A_Look Loop Mock: TNT1 A 0 A_PlaySound ("BOOEHEH") Tnt1 A 0 A_SetTranslucent(0.8) TNT1 A 0 A_UnSetInvulnerable TNT1 A 0 A_SetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE) TNT1 A 0 A_Jump(128, "Mock1", "Mock2", "Mock3") MKLS ABABAB 6 Bright //Unused Goto See Mock1: MKLS ABABAB 6 Bright Goto See Mock2: MKLS CDCECDCECDCE 3 Bright Goto See Mock3: MKLS FGFGFG 6 Bright Goto See See: TNT1 A 0 A_JumpIfInTargetLOS("Seen", 130) Tnt1 A 0 A_SetTranslucent(0.8) TNT1 A 0 A_UnSetInvulnerable TNT1 A 0 A_SetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE) 2KUL AB 6 Bright A_Chase Loop Seen: TNT1 A 0 TNT1 A 0 A_SetTranslucent(0.4) TNT1 A 0 A_SetInvulnerable TNT1 A 0 A_UnsetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", FALSE) 2KUL AB 6 TNT1 A 0 A_JumpIfInTargetLOS("Seen", 130) Goto Mock Missile: Tnt1 A 0 A_SetTranslucent(0.8) TNT1 A 0 A_UnSetInvulnerable TNT1 A 0 A_SetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE) 2KUL C 10 Bright A_FaceTarget 2KUL D 4 Bright A_SkullAttack 2KUL CD 4 Bright 2KUL ABABABABABABABABAB 12 Goto Missile+4 Pain: Tnt1 A 0 A_SetTranslucent(0.8) TNT1 A 0 A_UnSetInvulnerable TNT1 A 0 A_SetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE) 2KUL E 3 Bright 2KUL E 3 Bright A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("500_Score", 0, 0, 32, 0, 0, 1) DeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 500) Tnt1 A 0 A_SetTranslucent(0.8) 2KUL F 6 Bright 2KUL G 6 Bright A_Scream 2KUL H 6 Bright 2KUL I 6 Bright A_NoBlocking TNT1 A 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) 2KUL J 6 2KUL K 6 Stop

Class Hierarchy

Classes defined in \DEC_ENEM