File
- Defined in \DEC_ENEM
Flags
Properties
//$category | Monsters |
activesound | "monster/Hieact" |
damagetype | Normal |
deathsound | "monster/Hiedth" |
health | 1200 |
height | 60 |
hitobituary | "%o got shredded by a Hierophant." |
mass | 999999 |
meleedamage | 10 |
meleesound | "baron/melee" |
obituary | "%o was hexed by a Hierophant." |
painchance | 24 |
painsound | "monster/Hiepai" |
radius | 24 |
seesound | "monster/Hiesit" |
speed | 10 |
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
- KillerPlant
- Token_PlantPain
- KillerPlantBall
- Snifit_Red
- Snifit_Green
- Snifit_Blue
- SnifitBall
- SnifitBallPuff
- Red_Plant
- Plantball
- HammerKnight
- Hammer_Proj
- HammerTrail
- Cannon_Normal
- Cannon_Normal2
- Bulletbill
- GSWizard
- Kamekball
- SpikeThrower
- Spike_ball_Proj
- FireSkullSmoke
- FireSkull
- FireSkullDamage
- MovingCactus
- CactusBlood
- CactusBloodTrail
- Cactus_Body
- Cactus_Head
- CactusSpike
- GSMummy
- GhostSoul
- GS_Wasp
- LanternGhoul
- GhoulFlame
- GhoulHellFire
- GhoulHellFire1
- GhoulHellFire2
- GhoulLanternDeath
- GhostHand
- Heart_Ghost_Trick
- RedFish
- Squid
- SquidInk
- Crab
- GoldenCrab
- GoldenCrabSparkle
- Jellyfish
- Venom_Plant
- Plantvenomball
- KillerPlantVenom
- KillerPlantBallVenom
- FlameOrb
- OrbDamage
- FlameOrbBall
- Lava_Ball_GFX_Orb
- LavaBallTrail_Orb
- WaterWorm
- WormTail
- WormTail2
- WormTail3
- WormTail4
- WormTail5
- WormTail6
- WormTail7
- WormTail8
- WormTail9
- WormTail10
- BoneFish
- DryBones
- BoneProj
- BoneHead
- BoneArm1
- BoneArm2
- BonePelvis
- BoneLeg1
- BoneLeg2
- BoneCase
- Snifit_Yellow
- GreenSwampZombie
- DormGreenSwampZombie
- RedSwampZombie
- DormRedSwampZombie
- ZombieHealScanner2
- ZombieHealTokenSend2
- ZombieHealTokenReceive2
- GreenSwampBall
- ZombieHealScanner
- ZombieHealTokenSend
- ZombieHealTokenReceive
- RedSwampBall
- HellMole
- MoleBall
- SuperRevenant
- RevenantCrosshair
- SuperRevenantTracer
- MovingCactusIce
- CactusSnow
- CactusSnowTrail
- CactusIcicle
- SnowZombie
- DormSnowZombie
- SnowZombieBall
- Golden_Cacodemon
- CacoGoldNormalSpawner
- Spikebug
- Spikebuglaunched
- Bloodtrail
- AcolFX2
- Hierophant
- HieroBall1
- HieroBall2
- HieroFX
- Hellion
- HellionBall
- HellionPuff
- HellArachnotron
- HellArachnotronPlasma
- Tentacle1
- Tentacle2
- TentacleBall1
- TentacleBall2
- SplatBlood
- SplatBloodTrail