File
- Defined in \DEC_ALTG
Flags
Properties
activesound | "knight/active" |
deathsound | "knight/death" |
health | 500 |
height | 64 |
hitobituary | "$OB_KNIGHTHIT" |
mass | 1000 |
obituary | "$OB_KNIGHT" |
painchance | 50 |
painsound | "knight/pain" |
radius | 24 |
seesound | "knight/sight" |
speed | 8 |
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