actor Icon_of_Sin 30130
{
obituary "%o was electricuted by an Icon_of_Sin."
hitobituary "%o got chomped by an Icon_of_Sin."
health 6000
radius 34
height 64
mass 800
speed 0
painchance 800
MeleeDamage 10
DamageType normal
seesound "monster/helsit"
painsound "brain/pain"
deathsound "brain/death"
activesound "monster/helact"
meleesound "caco/melee"
MONSTER
+FLOAT
+NOGRAVITY
+BOSS
+MISSILEMORE
+NOTARGET
+DONTHURTSPECIES
+NORADIUSDMG
states
{
BrainExplode:
MISL BC 10 Bright
MISL D 10 A_BrainExplode
Stop
Spawn:
HELE A 10 A_Look
loop
See:
HELE A 0 A_SetShootable
HELE AAAAAAAAAAAA 5 A_Chase
goto See
Missile:
HELE A 0 A_Jump(80,1)
goto Missile1
HELE A 0 A_Jump(128,1)
goto Missile2
HELE A 0
Goto Missile3
Missile1:
HELE EF 5 Bright A_Facetarget
HELE G 0 Bright A_CustomMissile("IconBall",24,0,-10,0,0)
HELE G 0 Bright A_CustomMissile("IconBall",24,0,-5,0,0)
HELE G 0 Bright A_CustomMissile("IconBall",24,0,0,0,0)
HELE G 0 Bright A_CustomMissile("IconBall",24,0,5,0,0)
HELE G 5 Bright A_CustomMissile("IconBall",24,0,10,0,0)
goto See+1
Missile2:
HELE EF 5 Bright A_Facetarget
HELE G 0 Bright A_CustomMissile("IconBolt",32,0,-16,0,0)
HELE G 0 Bright A_CustomMissile("IconBolt",32,0,0,0,0)
HELE G 5 Bright A_CustomMissile("IconBolt",32,0,16,0,0)
HELE G 100
HELE G 0 Bright A_DualPainAttack("Icon_Ball")
goto See+1
Missile3:
HELE BC 5 Bright A_Facetarget
HELE D 5 Bright A_DualPainAttack("Icon_Ball")
goto See+1
Melee:
HELE ABD 5 Bright A_Facetarget
HELE C 5 Bright A_MeleeAttack
goto See+1
Pain:
HELE H 3
HELE H 3 A_BrainPain
HELE H 6
goto See
Death:
HELE I 1 A_PlaySound ("brain/death")
HELE I 100 A_BrainScream
HELE MNOPQRSTU 10
HELE V -1 A_BrainDie
stop
}
}
ACTOR IconBall : CacodemonBall
{
Damage 8
Speed 15
Alpha 0.80
DamageType lightning
+THRUGHOST
+FORCEXYBILLBOARD
SeeSound "Monster/hadtel"
DeathSound "Monster/hadsit"
states
{
Spawn:
HEFX AB 4 bright
loop
Death:
HEFX CDEEFGH 3 bright
stop
}
}
ACTOR IconBolt : CacodemonBall
{
Damage 5
Speed 5
Radius 8
Height 8
Damagetype lightning
SeeSound "weapons/none"
DeathSound "weapons/gntidl"
YScale 4.0
XScale 2.0
ReactionTime 35
+FLOORHUGGER
+HEXENBOUNCE
+RIPPER
-NOGRAVITY
-STRIFEDAMAGE
States
{
Spawn:
LFX2 F 1 Bright A_Explode(16,64,0)
LFX2 F 0 Bright A_CustomMissile("IconBolt2",0,0,0,6,90)
LFX2 F 0 ThrustThing(random(0,255),1,0,0)
LFX2 G 1 Bright A_Explode(16,64,0)
LFX2 G 0 Bright A_CustomMissile("IconBolt2",0,0,0,6,90)
LFX2 H 1 Bright A_Explode(16,64,0)
LFX2 H 0 Bright A_CustomMissile("IconBolt2",0,0,0,6,90)
LFX2 I 1 Bright A_Explode(16,64,0)
LFX2 I 0 Bright A_CustomMissile("IconBolt2",0,0,0,6,90)
LFX2 J 1 Bright A_Explode(16,64,0)
LFX2 J 0 Bright A_CustomMissile("IconBolt2",0,0,0,6,90)
LFX2 J 0 Bright A_CountDown
loop
Death:
LFX2 FGHIJ 2 Bright A_Explode(32,64,0)
stop
}
}
ACTOR IconBolt2 : CacodemonBall
{
Damage 0
Speed 184
RenderStyle None
DamageType lightning
+THRUGHOST
+RIPPER
SeeSound "Monster/hadtel"
DeathSound "Monster/hadsit"
states
{
Spawn:
NULL A 1 bright A_Explode(16,64,0)
loop
Death:
NULL A 1 bright
stop
}
}
ACTOR Icon_Ball 30116
{
Health 35
Radius 16
Height 32
Mass 3000
Speed 10
RENDERSTYLE Normal
Obituary "%o was blown away by a Hades Sphere."
PAINCHANCE 0
MONSTER
+LOOKALLAROUND
+DONTGIB
+NOTARGET
+NOGRAVITY
+FLOAT
+DONTFALL
+DONTHURTSPECIES
+LONGMELEERANGE
+FORCEXYBILLBOARD
SeeSound "monster/hadsit"
States
{
Spawn:
NULL A 1 Bright A_Look
Loop
See:
HADE EFGH 4 Bright
HADE A 2 Bright A_Playsound("monster/hadwlk")
HADE ABBCCDD 2 Bright A_Chase
HADE D 0 Bright A_Jump (32,1)
Goto See+4
HADE H 0 Bright A_UnSetSolid
HADE H 0 Bright A_UnSetShootable
HADE H 5 Bright A_Playsound("monster/hadtel")
HADE GFEIJKL 4 Bright
NULL AAAAAAAA 2 Bright A_Chase
NULL A 0 Bright A_Jump (96,1)
Goto See+24
HADE L 3 Bright A_Playsound("monster/hadtel")
HADE KJIEFG 4 Bright
HADE H 0 Bright A_SetShootable
HADE H 0 Bright A_SetSolid
Goto See+4
Melee:
HADE H 4 Bright A_SetInvulnerable
HADE GF 4 Bright
HADE E 3 Bright A_UnSetInvulnerable
HADE E 1 Bright A_Die
stop
Death:
HADE E 0 Bright A_Noblocking
HADE E 0 Bright A_CustomMissile("HSBoom",0,0,0,0)
Stop
XDeath:
HADE N 0 Bright A_Noblocking
HADE H 5 Bright A_PlaySound("monster/haddth")
HADE GFE 4 Bright
HADE RSTUVWX 4 Bright
Stop
}
}
ACTOR HSBoom
{
Radius 1
Height 1
Alpha 0.90
DamageType normal
ExplosionDamage 112
ExplosionRadius 112
PROJECTILE
RENDERSTYLE ADD
DONTHURTSHOOTER
+FORCEXYBILLBOARD
SeeSound "monster/hadexp"
States
{
Spawn:
NULL A 0 Bright
Goto Death
Death:
HADE M 4 Bright A_Explode
HADE NOPQ 5 Bright
Stop
}
}
//O fim
actor no_attack_Icon_of_Sin 30131
{
obituary "%o was electricuted by an Icon_of_Sin."
hitobituary "%o got chomped by an Icon_of_Sin."
health 6000
radius 34
height 64
mass 800
speed 0
painchance 800
MeleeDamage 0
DamageType normal
seesound "monster/helsit"
painsound "brain/pain"
deathsound "brain/death"
activesound "monster/helact"
meleesound "caco/melee"
MONSTER
+FLOAT
+NOGRAVITY
+BOSS
+MISSILEMORE
+NOTARGET
+DONTHURTSPECIES
+NORADIUSDMG
states
{
BrainExplode:
MISL BC 10 Bright
MISL D 10 A_BrainExplode
Stop
Spawn:
HELE A 10 A_Look
loop
See:
HELE A 0 A_SetShootable
HELE AAAAAAAAAAAA 5 A_Chase
goto See
Melee:
HELE ABD 5 Bright A_Facetarget
HELE C 5 Bright A_MeleeAttack
goto See+1
Pain:
HELE H 3
HELE H 3 A_BrainPain
HELE H 6
goto See
Death:
HELE I 1 A_PlaySound ("brain/death")
HELE I 100 A_BrainScream
HELE MNOPQRSTU 10
HELE V -1 A_BrainDie
stop
}
}