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LanternGhoul
 

File

Flags

Properties

//$categoryMonsters
activesound"LGHIDLE"
deathsound"LGHDIE"
health200
height40
hitobituary"A lantern ghoul lit %o."
mass9999
obituary"A lantern ghoul lit %o."
painchance128
painsound"LGHHURT"
radius15
renderstyleAdd
seesound"LGHSEE"
speed17

States

Spawn: NSHA AABB 2 A_Look Loop See: NSHA AABB 2 A_Chase Loop Missile: TNT1 A 0 A_JumpIfCloser(300, "MissileOK") Goto See MissileOK: TNT1 A 0 A_Playsound ("LGHATK") NSHA E 4 A_FaceTarget NSHA E 2 NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, 0) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, 1) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, 2) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, 3) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, 4) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, 5) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, 6) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, 7) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, 8) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, 9) NSHA G 0 A_SpidRefire NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, 0) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, -1) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, -2) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, -3) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, -4) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, -5) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, -6) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, -7) NSHA F 1 A_CustomMissile("GhoulFlame", 48, 0, -8) NSHA F 1 //A_CustomMissile("GhoulFlame", 48, 0, -9) Goto See Pain: NSHA H 3 NSHA H 3 A_Pain NSHA A 1 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 A 0 A_CustomMissile("GhoulLanternDeath", 0, 0, 0) NSHA H 4 A_SetTranslucent(1.0,0) NSHA I 4 A_SetTranslucent(0.9,0) NSHA I 0 A_Scream NSHA J 4 A_SetTranslucent(0.8,0) NSHA K 0 A_NoBlocking NSHA K 4 A_SetTranslucent(0.7,0) NSHA L 4 A_SetTranslucent(0.6,0) NSHA M 4 A_SetTranslucent(0.5,0) NSHA N 4 A_SetTranslucent(0.4,0) NSHA O 4 A_SetTranslucent(0.3,0) NSHA P 4 A_SetTranslucent(0.2,0) TNT1 AAA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) Stop

Class Hierarchy

Classes defined in \DEC_ENEM