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Hierophant
 

File

Flags

Properties

//$categoryMonsters
activesound"monster/Hieact"
damagetypeNormal
deathsound"monster/Hiedth"
health1200
height60
hitobituary"%o got shredded by a Hierophant."
mass999999
meleedamage10
meleesound"baron/melee"
obituary"%o was hexed by a Hierophant."
painchance24
painsound"monster/Hiepai"
radius24
seesound"monster/Hiesit"
speed10

States

Spawn: HIER AC 10 A_Look Loop See: HIER AABBAACCDDCC 4 A_Chase HIER A 0 A_Jump(64, "Blur") Loop Blur: HIER A 1 A_Playsound("monster/blur") HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase HIER A 0 A_SpawnItemEx("HieroFX",0,0,0,0,0,0,0,128,0) HIER A 1 A_Chase Goto See Missile: HIER A 0 A_FaceTarget HIER A 0 A_Jump(256, "Missile1", "Missile2") Missile1: HIER EF 7 Bright A_FaceTarget HIER G 0 Bright A_CustomMissile("HieroBall1",26,0,random(-6,-1),0) HIER G 7 Bright A_CustomMissile("HieroBall1",26,0,random(1,6),0) HIER A 3 Bright HIER HI 7 Bright A_FaceTarget HIER J 0 Bright A_CustomMissile("HieroBall1",26,0,random(-6,-1),0) HIER J 7 Bright A_CustomMissile("HieroBall1",26,0,random(1,6),0) HIER A 3 A_SpidRefire HIER A 0 A_Jump(64, "Missile1") Goto See Missile2: HIER KLM 5 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER N 1 Bright A_CustomMissile("HieroBall2",32,0,0,0,0) HIER O 1 Bright A_FaceTarget HIER L 5 Goto See Melee: HIER EF 8 A_FaceTarget HIER G 3 A_MeleeAttack HIER A 3 HIER A 0 A_Jump(128, 1) Goto See HIER HI 8 A_FaceTarget HIER J 3 A_MeleeAttack HIER A 3 Goto See Pain: HIER P 2 HIER P 2 A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("2000_Score", 0, 0, 32, 0, 0, 1) DeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 2000) TNT1 AAAAAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) HIER Q 6 HIER R 6 A_Scream HIER S 6 A_NoBlocking HIER TUVW 6 HIER X -1 A_SetFloorClip Stop

Class Hierarchy

Classes defined in \DEC_ENEM