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Poe_Green
 

File

Flags

Properties

//$categoryMiniBosses
activesound"POEIDLE"
alpha0.5
deathsound"POEDED"
fastspeed15
health1000
height56
mass400
meleerange78
obituary"%o needed an exorcist."
painchance256
painsound"POEPAIN"
radius31
renderstyleTranslucent
scale0.5
seesound"POESEE"
speed10

States

Spawn: TNT1 A 3 A_Wander TNT1 A 0 A_SetInvulnerable TNT1 A 0 A_UnsetSolid TNT1 A 0 A_SetTranslucent(0.0) TNT1 A 0 A_SpawnItemEx ("PoeSparkleGreen", random(-30, 30), random(-30, 30), random(0, 5), 0, 0, frandom(0.5,1), 0, 0, 0) TNT1 A 0 A_SpawnItemEx ("PoeSparkleGreen", random(-30, 30), random(-30, 30), random(0, 5), 0, 0, frandom(0.5,1), 0, 0, 0) TNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 512, 0, 0, "Spawning") Loop Spawning: TNT1 A 0 A_playsound ("POTAPP") PHAN A 3 A_SetTranslucent(0.1) PHAN B 3 A_SetTranslucent(0.2) PHAN C 3 A_SetTranslucent(0.3) PHAN D 3 A_SetTranslucent(0.4) See: TNT1 A 0 A_SetInvulnerable TNT1 A 0 A_UnsetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", FALSE) TNT1 A 0 A_SetTranslucent(0.5) PHAN ABCD 3 A_Chase Loop Melee: // TNT1 A 0 A_JumpIfCloser(256, "YesMelee") //Goto See // YesMissile: PHAN XYZZ 2 A_FaceTarget PHAN E 2 TNT1 A 0 A_SetTranslucent(1.0) TNT1 A 0 A_UnSetInvulnerable TNT1 A 0 A_SetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE) TNT1 A 0 A_PlaySound("POEKNIF") PHAN E 4 PHAN F 3 BRIGHT A_CustomMeleeAttack(random(27,47),"","none",disintegrate) PHAN F 3 BRIGHT A_CustomMeleeAttack(random(15,27),"","none",disintegrate) PHAN F 16 TNT1 A 0 A_SetInvulnerable TNT1 A 0 A_UnsetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", FALSE) PHAN E 1 A_SetTranslucent(0.9) PHAN X 1 A_SetTranslucent(0.7) Goto See Missile: PHAN XYZZ 2 A_FaceTarget PHAN E 2 TNT1 A 0 A_SetTranslucent(1.0) TNT1 A 0 A_UnSetInvulnerable TNT1 A 0 A_SetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", TRUE) TNT1 A 0 A_PlaySound("POEKNIF") PHAN E 4 PHAN F 3 A_CustomMissile("SoulHarvesterBall", 60, 0, 0) PHAN F 1 TNT1 A 0 A_SetInvulnerable TNT1 A 0 A_UnsetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", FALSE) PHAN E 1 A_SetTranslucent(0.9) PHAN X 1 A_SetTranslucent(0.7) Goto See Pain: PHAN G 1 TNT1 A 0 A_SetInvulnerable TNT1 A 0 A_UnsetSolid TNT1 A 0 A_ChangeFlag("SHOOTABLE", FALSE) PHAN G 1 PHAN G 1 A_SetTranslucent(0.9) PHAN G 1 A_SetTranslucent(0.7) PHAN G 3 A_Pain PHAN A 2 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) PHAN H 4 PHAN I 4 A_Scream PHAN JK 4 A_NoBlocking PHAN LMON 4 TNT1 A -1 Stop

Class Hierarchy

Classes defined in \DEC_BOSS