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HellKnightComet
 

File

Flags

Properties

activesound"knight/active"
deathsound"knight/death"
health500
height64
hitobituary"$OB_KNIGHTHIT"
mass1000
obituary"$OB_KNIGHT"
painchance50
painsound"knight/pain"
radius24
seesound"knight/sight"
speed8
translation"48:79=80:111"

States

Spawn: BOS2 AB 10 A_Look Loop See: BOS2 AABBCCDD 3 A_Chase Loop Melee: Missile: TNT1 A 0 A_JumpIfCloser(1536, "YesMissile") Goto See YesMissile: TNT1 A 0 A_JumpIfHealthLower(250, "YesMissile2") BOS2 EF 8 A_FaceTarget BOS2 G 8 A_BruisAttack Goto See YesMissile2: BOS2 EF 8 A_FaceTarget BOS2 G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10)) BOS2 F 2 A_FaceTarget BOS2 G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10)) BOS2 F 2 A_FaceTarget BOS2 G 2 A_CustomMissile("BaronBallWeak",32,0,random(-10, 10)) Goto See Pain: BOS2 H 2 BOS2 H 2 A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("1000_Score", 0, 0, 32, 0, 0, 1) DeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 1000) TNT1 AAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) BOS2 I 8 BOS2 J 8 A_Scream BOS2 K 8 BOS2 L 8 A_NoBlocking BOS2 MN 8 BOS2 O -1 Stop Raise: BOS2 O 8 BOS2 NMLKJI 8 Goto See

Class Hierarchy

Classes defined in \DEC_ALTG