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Lithia/pksrc/lscripts/Monsters/James.dec

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actor Lith_JamesRevolverTrail
{
RenderStyle "Add"
Scale 0.7
Alpha 0.8
+NOINTERACTION
states
{
Spawn:
PUFF A 1 A_FadeOut
wait
}
}
actor Lith_JamesRevolverBullet : FastProjectile
{
MissileType "Lith_JamesRevolverTrail"
RenderStyle "Translucent"
DamageType "Lith_Bullets"
Alpha 0.9
Scale 0.8
Radius 20
Height 4
Damage (10 * random(1, 4))
Speed 64
+BLOODSPLATTER
states
{
Spawn:
TNT1 A 1
wait
Crash:
Death:
PUFF CD 4
stop
XDeath:
TNT1 A 0
stop
}
}
actor Lith_Boss_James : Lith_Phantom
{
Tag "James, Vanagloriam Est"
Health 1000
states
{
See:
PLAY AAAABBBBCCCCDDDD 1 A_Chase("Melee", "Missile", user_phase > 1 ? CHF_FASTCHASE : 0)
loop
Missile:
PLAY E 0 A_JumpIf(user_phase < 2, "Missile1")
PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile1")
PLAY E 0 A_JumpIfCloser(384, "Lunge")
Missile1:
PLAY E 0 A_PlaySound("enemies/james/fire", CHAN_6)
PLAY F 0 A_FaceTarget
PLAY E 5 A_CustomMissile("Lith_JamesRevolverBullet", 32, 0, frandom(-20, 20), CMF_OFFSETPITCH, frandom(-5, 5))
PLAY F 2 A_FaceTarget
PLAY F 0 A_FaceTarget
PLAY F 0 A_Jump(128, "See")
PLAY F 2 A_MonsterRefire(0, "See")
loop
Melee:
PLAY F 0 A_JumpIf(user_phase < 2, "Missile")
PLAY F 0 A_JumpIf(user_meleetime > 0, "Missile")
PLAY F 0 A_SetUserVar(user_meleetime, 35)
PLAY F 0 A_FaceTarget
PLAY F 5 A_CustomMeleeAttack(15 * random(1, 5), "enemies/james/knifehit", "enemies/james/knife", "Lith_Melee")
goto See
Lunge:
PLAY A 0 A_PlaySound("enemies/phantom/lunge", CHAN_5, 1.0, false, 0.5)
PLAY A 10 A_FaceTarget
PLAY A 0 A_FaceTarget
PLAY A 5 ACS_NamedExecuteWithResult("Lith_PhantomTeleport")
goto Melee
Death:
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_PhantomDeath", 1, user_phase)
PLAY H 10 A_NoBlocking
PLAY I 60
TNT1 A 70
stop
}
}
// EOF