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GreenSwampZombie
: Archvile
 

File

Flags

Properties

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

States

Spawn: BZGR AB 10 A_Look Loop See: BZGR AA 3 A_Chase BZGR A 0 A_JumpIfInventory("ZombieHealTokenSend2", 1, "Revive") BZGR BB 3 A_Chase BZGR B 0 A_JumpIfInventory("ZombieHealTokenSend2", 1, "Revive") BZGR CC 3 A_Chase BZGR C 0 A_JumpIfInventory("ZombieHealTokenSend2", 1, "Revive") BZGR DD 3 A_Chase BZGR D 0 A_JumpIfInventory("ZombieHealTokenSend2", 1, "Revive") Loop Melee: Missile: BZGR EF 8 A_FaceTarget BZGR G 6 A_CustomComboAttack("GreenSwampBall", 36, 3 * random(1, 8), "imp/melee") Goto See Pain: BZGR H 2 BZGR H 2 A_Pain Goto See Death: BZGR I 8 BZGR J 8 A_Scream BZGR K 6 BZGR 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)) BZGR L 0 A_SpawnItemEx("ZombieHealScanner2", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER) BZGR M -1 Stop Raise: BZGR M 8 A_KillChildren BZGR LKJI 8 Goto See Revive: BZGR H 30 Bright A_RadiusGive("ZombieHealTokenReceive2", 100, RGF_MONSTERS, 1) BZGR H 0 A_TakeInventory("ZombieHealTokenSend2", 1) Goto See

Class Hierarchy

Classes defined in \DEC_ENEM