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SpikeThrowerComet
:
 

File

Flags

Properties

//$categoryMonsters
activesound"ROCIDLE"
bloodcolorgold
deathsound"ROCDIE"
health75
height45
mass10000000
obituary"%o got a spikeball up his bun"
painchance230
painsound"ROCHIT"
radius16
seesound"ROCSEE"
speed0

States

Spawn: ROA2 A 3 A_Look Loop See: ROA2 A 1 A_Chase Loop Melee: Missile: TNT1 A 0 A_JumpIfCloser(1536, "YesMissile") Goto See YesMissile: ROA2 F 8 A_FaceTarget ROA2 G 4 A_CustomMissile("Spike_ball_Explo",52,0,0,CMF_OFFSETPITCH,12) ROA2 A 3 Goto See Pain: ROA2 H 2 ROA2 H 2 A_Pain Goto See Death: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "DeathNormal") TNT1 A 0 A_SpawnItemEx ("500_Score", 0, 0, 32, 0, 0, 1) DeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 500) TNT1 AA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) ROA2 A 0 A_Scream ROA2 IJKLM 5 ROA2 M 1 A_NoBlocking ROA2 M -1 Stop XDeath: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, "XDeathNormal") TNT1 A 0 A_SpawnItemEx ("500_Score", 0, 0, 32, 0, 0, 1) XDeathNormal: TNT1 A 0 A_GiveToTarget("ScoreItem", 500) TNT1 AA 0 A_SpawnItemEx("Coin_disappear", 0, 0, random (8, 40), random (2, 3), 0, random (4, 6), random(0, 360)) ROA2 A 0 A_Scream ROA2 NOPQRST 5 ROA2 U 1 A_NoBlocking ROA2 U -1 Stop

Class Hierarchy

Classes defined in \DEC_ALTG