actor Lith_IsaacThompsonTrail { RenderStyle "Add" Scale 0.8 Alpha 0.8 +NOINTERACTION states { Spawn: PUFF A 1 A_FadeOut wait } } actor Lith_IsaacThompsonBullet : FastProjectile { MissileType "Lith_IsaacThompsonTrail" RenderStyle "Translucent" Species "Lith_Phantom" DamageType "Lith_Bullets" Alpha 0.9 Scale 0.3 Radius 4 Height 4 Damage (4 * random(1, 4)) Speed 128 +BLOODSPLATTER +MTHRUSPECIES +DONTHURTSPECIES states { Spawn: TNT1 A 1 wait Crash: Death: PUFF CD 4 stop XDeath: TNT1 A 0 stop } } actor Lith_IsaacThompsonBullet2 : Lith_IsaacThompsonBullet { Damage 1 } actor Lith_Boss_Michael : Lith_BasicPhantom { Tag "Michael, Brother of Isaac" Health 4000 Speed 7 +THRUSPECIES +NOINFIGHTING states { See: PLAY AAAABBBBCCCCDDDD 1 A_Chase("Melee", "") loop Melee: PLAY F 0 A_FaceTarget PLAY F 5 A_CustomMeleeAttack(15 * random(1, 5), "enemies/michael/hit", "enemies/michael/swing", "Lith_Melee") PLAY F 5 goto See Death: TNT1 A 0 A_KillMaster PLAY H 10 A_NoBlocking PLAY I 60 TNT1 A 70 stop } } actor Lith_Boss_Johnson : Lith_BasicPhantom { Tag "Isaac, Superbiorem Est" Health 40 Speed 3 +THRUSPECIES +NOINFIGHTING states { See: PLAY AAAABBBBCCCCDDDD 1 A_Chase("", "Missile", CHF_FASTCHASE) loop Missile: PLAY E 0 A_PlaySound("enemies/isaac/fire", CHAN_WEAPON) PLAY EE 0 A_CustomMissile("Lith_IsaacThompsonBullet2", 32, 0, frandom(-10, 10), CMF_OFFSETPITCH, frandom(-5, 5)) PLAY E 1 A_FaceTarget PLAY F 1 A_FaceTarget PLAY F 2 A_MonsterRefire(0, "See") loop Death: PLAY A 0 ACS_NamedExecuteWithResult("Lith_PhantomUnsetDupe") PLAY H 10 A_NoBlocking PLAY I 1 A_FadeOut(0.01) wait } } actor Lith_Boss_Isaac : Lith_Phantom { Tag "Isaac, Superbiorem Est" Health 4000 var int user_spawnedduplicates; states { PostInit: TNT1 A 0 A_JumpIf(user_phase < 2, 2) TNT1 A 0 A_SpawnItemEx("Lith_Boss_Michael", 0,0,0, 0,0,0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION) TNT1 A 0 A_Jump(256, "CallPhantomMain") See: TNT1 A 0 A_Jump(32, "Missile2_1") PLAY AAAABBBBCCCCDDDD 1 A_Chase("", "Missile", CHF_FASTCHASE) loop Missile: TNT1 A 0 A_Jump(256, "Missile1", "Missile2") Missile1: PLAY E 0 A_PlaySound("enemies/isaac/fire", CHAN_WEAPON) PLAY EE 0 A_CustomMissile("Lith_IsaacThompsonBullet", 32, 0, frandom(-10, 10), CMF_OFFSETPITCH, frandom(-5, 5)) PLAY E 1 A_FaceTarget PLAY F 1 A_FaceTarget PLAY F 0 A_Chase("", "", CHF_FASTCHASE) PLAY F 2 A_MonsterRefire(0, "See") goto Missile Missile2: TNT1 A 0 A_JumpIf(user_phase < 3, "Missile1") Missile2_1: TNT1 A 0 A_JumpIf(user_phase < 3, "See") TNT1 A 0 A_JumpIf(user_spawnedduplicates > 3, "See") TNT1 A 0 A_SetUserVar("user_spawnedduplicates", user_spawnedduplicates + 1) TNT1 A 0 A_SpawnItemEx("Lith_Boss_Johnson", 0,0,0, 0,0,0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION) goto See Death: TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PhantomDeath", 3, user_phase) TNT1 A 0 A_KillChildren PLAY H 10 A_NoBlocking PLAY I 60 TNT1 A 70 stop } } // EOF