Actor D
{
Monster
+FLOORCLIP
+BOSS
+JUMPDOWN
+DROPOFF
+MISSILEMORE
+MISSILEEVENMORE
-FLOAT
+QUICKTORETALIATE
Health 5000
Radius 20
Height 60
Mass 1000
Gravity 10
Speed 8
Scale 1.00
PainChance 8
MaxStepHeight 500
DamageFactor Fire, 0.2
SeeSound "Diablo/See"
AttackSound "Diablo/Attack"
PainSound "Diablo/GetHit"
DeathSound "Diablo/Die"
ActiveSound "Diablo/Active"
meleerange 75
//RenderStyle Add
//Alpha 1.0
States
{
"Spawn":
DIWL A 1 A_Look
Loop
See:
DIWL A 0 A_FaceTarget
DIWL ABCDEFGHIJKL 2 A_Chase ("Melee", "Missile")
Loop
Melee:
TNT1 A 0 A_Jump (256, "Melee1", "Melee2", "ColdTouch", "RedHoseLighning", "Firewall", "FlameCircle", "FireStorm")
Melee1:
DIAR ABCDEFGH 1 A_FaceTarget
DIAR H 2 A_CustomMeleeAttack(random(5,15)*2)
DIAR IJKLMNOP 1
Goto See
Melee2:
DIAL ABCDEFGHIJ 1 A_FaceTarget
DIAL J 2 A_CustomMeleeAttack(random(8,18)*2)
DIAL KLMNOPQRST 1
Goto See
ColdTouch:
DICT ABCDEFGH 1 Bright A_FaceTarget
TNT1 A 0 A_PlaySound("DiabloIceTouch")
DICT H 2 Bright A_CustomMeleeAttack(random(1,10)*2)
DICT H 2 Bright A_Explode((random(3,8)*4), 256, 0, "Ice")
DICT IJKLMNOP 1 Bright
Goto See
Missile:
TNT1 A 0 A_Jump (256, "RedHoseLighning", "Firewall", "FlameCircle", "FireStorm", "Charge")//"RedHoseLighning", "Firewall", "FlameCircle", "FireStorm", "Charge")
Charge:
TNT1 A 0 A_Jumpifcloser (256, "See")
DIRN ABCDEF 3 bright A_FaceTarget
////DIRN GHIJKLMNO 2 bright A_SkullAttack (15)
////Goto Missile+7
Charge1:
//DIRN GHIJKLMNO 2 bright A_Recoil(-7)
//TNT1 A 1 Fast A_Chase
//DIRN GHIJKLMNO 1 A_CheckBlock("Charge2") //CBF_SETTARGET|CBF_SETONPTR, CBF_NOLINES|CBF_DROPOFF|CBF_SETTARGET|CBF_SETONPTR, AAPTR_DEFAULT
DIRN G 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN G 0 A_CheckBlock("Charge2")
DIRN H 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN H 0 A_CheckBlock("Charge2")
DIRN I 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN I 0 A_CheckBlock("Charge2")
DIRN J 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN J 0 A_CheckBlock("Charge2")
DIRN K 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN K 0 A_CheckBlock("Charge2")
DIRN L 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN L 0 A_CheckBlock("Charge2")
DIRN M 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN M 0 A_CheckBlock("Charge2")
DIRN N 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN N 0 A_CheckBlock("Charge2")
DIRN O 2 bright A_Recoil(-7)
//TNT1 A 0 Fast A_Chase
DIRN O 0 A_CheckBlock("Charge2")
Goto Charge1
Charge2:
DIRN PQRS 1 bright
DIRN T 1 bright A_CustomMeleeAttack(random(8,42)*10)
DIRN UV 1 bright
Goto See
RedHoseLighning:
DICL ABCDE 3 bright A_FaceTarget
TNT1 F 0 bright A_PlaySound("CastLightning")
DICL J 2 bright A_FaceTarget
DICL J 2 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL K 2 bright A_FaceTarget
DICL K 1 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL L 2 bright A_FaceTarget
DICL L 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL M 2 bright A_FaceTarget
DICL M 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL N 2 bright A_FaceTarget
DICL N 0 bright A_CustomMissile("RedLighning", 50, 0, 0, 0)
DICL OPQ 2 bright
Goto see
FlameCircle:
DICN ABCDEFGHIJK 2 bright A_FaceTarget
TNT1 L 0 A_PlaySound("CastFire")
DICN L 0 bright A_CustomMissile("Flame",0,-36,180,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-35,175,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-34,170,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-33,165,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-32,160,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-31,155,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-30,150,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-29,145,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-28,140,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-27,135,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-26,130,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-25,125,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-24,120,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-23,115,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-22,110,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-21,105,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-20,100,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-19,95,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-18,90,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-17,85,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-16,80,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-15,75,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-14,70,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-13,65,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-12,60,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-11,55,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-10,50,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-9,45,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-8,40,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-7,35,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-6,30,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-5,25,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-4,20,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-3,15,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-2,10,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,-1,5,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,0,0,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,36,-180,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,35,-175,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,34,-170,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,33,-165,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,32,-160,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,31,-155,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,30,-150,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,29,-145,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,28,-140,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,27,-135,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,26,-130,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,25,-125,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,24,-120,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,23,-115,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,22,-110,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,21,-105,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,20,-100,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,19,-95,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,18,-90,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,17,-85,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,16,-80,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,15,-75,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,14,-70,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,13,-65,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,12,-60,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,11,-55,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,10,-50,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,9,-45,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,8,-40,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,7,-35,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,6,-30,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,5,-25,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,4,-20,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,3,-15,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,2,-10,CMF_AIMDIRECTION)
DICN L 0 bright A_CustomMissile("Flame",0,1,-5,CMF_AIMDIRECTION)
DICN MNOPQR 2 bright
Goto see
FireStorm:
DICF ABCDEFGH 2 bright A_FaceTarget
TNT1 I 0 A_PlaySound("CastFire")
DICF I 1 bright A_CustomMissile("FStorm",0,random(-20,20),random(-22,22),0,0,CMF_AIMDIRECTION)
DICF J 1 bright A_CustomMissile("FStorm",0,random(-20,20),random(-22,22),0,0,CMF_AIMDIRECTION)
DICF K 1 bright A_CustomMissile("FStorm",0,random(-20,20),random(-22,22),0,0,CMF_AIMDIRECTION)
DICF L 1 bright A_CustomMissile("FStorm",0,random(-20,20),random(-22,22),0,0,CMF_AIMDIRECTION)
DICF M 1 bright A_CustomMissile("FStorm",0,random(-20,20),random(-22,22),0,0,CMF_AIMDIRECTION)
DICF NOP 2 bright
Goto see
Firewall:
DISC ABCDEFGHIJK 2 bright A_FaceTarget
TNT1 L 0 A_PlaySound("CastFire")
DISC L 0 bright A_VileTarget("FirewallFlame")
DISC MNO 2 bright
Goto see
Pain:
DIGH ABCDEF 1
TNT1 A 0 A_PlaySound("Diablo/GetHit")
DIGH A 1 A_Pain
Goto See
Death:
DIDD A 2
DIDD B 2 A_Scream
DIDD ABCDEFGHIJKL 2
DIDD J 2 A_NoBlocking
DIDD MNOPQRSTUVWX 2
DIDD A -1
Stop
}
}
//Diablo FireStorm trail
Actor FStorm
{
Radius 4
Height 2
Speed 8
Damage 2
Projectile
MaxStepHeight 500
RenderStyle Add
DamageType Fire
Alpha 0.90
//-NoGravity
//+LowGravity
//-MISSILE
+DROPOFF
+RIPPER
+FLOORHUGGER
+NoExplodeFloor
+NoDamageThrust
States
{
Spawn:
FLMA A 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA A 1 A_SpawnItemEx("FireS")
FLMA B 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA B 1 A_SpawnItemEx("FireS")
FLMA C 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA C 1 A_SpawnItemEx("FireS")
FLMA D 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA D 1 A_SpawnItemEx("FireS")
FLMA E 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA E 1 A_SpawnItemEx("FireS")
FLMA F 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA F 1 A_SpawnItemEx("FireS")
FLMA G 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA G 1 A_SpawnItemEx("FireS")
FLMA H 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA H 1 A_SpawnItemEx("FireS")
FLMA I 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA I 1 A_SpawnItemEx("FireS")
FLMA J 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA J 1 A_SpawnItemEx("FireS")
FLMA K 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA K 1 A_SpawnItemEx("FireS")
FLMA L 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA L 1 A_SpawnItemEx("FireS")
FLMA M 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA M 1 A_SpawnItemEx("FireS")
FLMA N 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA N 1 A_SpawnItemEx("FireS")
FLMA O 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA O 1 A_SpawnItemEx("FireS")
FLMA P 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA P 1 A_SpawnItemEx("FireS")
FLMA Q 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA Q 1 A_SpawnItemEx("FireS")
FLMA R 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA R 1 A_SpawnItemEx("FireS")
FLMA S 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA S 1 A_SpawnItemEx("FireS")
FLMA T 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA T 1 A_SpawnItemEx("FireS")
FLMA U 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA U 1 A_SpawnItemEx("FireS")
FLMA V 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA V 1 A_SpawnItemEx("FireS")
FLMA W 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA W 1 A_SpawnItemEx("FireS")
FLMA X 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA X 1 A_SpawnItemEx("FireS")
FLMA Y 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA Y 1 A_SpawnItemEx("FireS")
FLMA Z 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMA Z 1 A_SpawnItemEx("FireS")
FLMB A 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB A 1 A_SpawnItemEx("FireS")
FLMB B 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB B 1 A_SpawnItemEx("FireS")
FLMB C 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB C 1 A_SpawnItemEx("FireS")
FLMB D 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB D 1 A_SpawnItemEx("FireS")
FLMB E 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB E 1 A_SpawnItemEx("FireS")
FLMB F 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB F 1 A_SpawnItemEx("FireS")
FLMB G 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB G 1 A_SpawnItemEx("FireS")
FLMB H 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB H 1 A_SpawnItemEx("FireS")
FLMB I 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB I 1 A_SpawnItemEx("FireS")
FLMB J 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB J 1 A_SpawnItemEx("FireS")
FLMB K 1 A_Weave(8, 0, random(1.0,5.0), 0.0)
FLMB K 1 A_SpawnItemEx("FireS")
TNT1 A 0 A_Jump(192, "Death")
Loop
Death:
TNT1 A 1
Stop
}
}
//Diablo RedLighning missiles
Actor RedLighning
{
Radius 4
Height 1
Speed 30
Damage 2
Projectile
RenderStyle Add
Alpha 0.67
Scale 0.67
SeeSound "RedLightning"
DeathSound "RedLightning"
+NoGravity
+RIPPER
States
{
Spawn:
DLSS ABCDEFGHIJKLMNO 1 bright A_Explode(5, 96, 0, "Lightning")
Loop
Death:
TNT1 A 0
Stop
}
}
//Diablo FireStorm missiles
Actor FireS
{
Radius 4
Height 2
Speed 8
Damage 2
Projectile
MaxStepHeight 500
RenderStyle Add
DamageType Fire
Alpha 0.90
//-NoGravity
//+LowGravity
-MISSILE
+DROPOFF
+RIPPER
+FLOORHUGGER
+NoExplodeFloor
+NoDamageThrust
States
{
Spawn:
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(3, 128, 0)
FLMB ABCDEFGHIJK 2 A_Explode(2, 128, 0)
TNT1 A 0 A_Jump(192, "Death")
Loop
Death:
TNT1 A 1
Stop
}
}
//Diablo FlameNova missiles
Actor Flame
{
Radius 4
Height 200
Scale 1.00
Speed 12
Projectile
Damage 2
MaxStepHeight 500
RenderStyle Add
DamageType Fire
Alpha 0.90
//-NoGravity
//+LowGravity
//-MISSILE
+DROPOFF
+RIPPER
+FLOORHUGGER
+NoExplodeFloor
+NoDamageThrust
States
{
Spawn:
//TNT1 A 0 A_PlaySound("Flamethrower/Flame")
FLMA A 1 bright A_Explode(1, 128, 0)
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(1, 128, 0)
FLMB ABCDEFGHIJK 2 A_Explode(1, 128, 0)
FLMA A 1 bright A_Explode(1, 128, 0)
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(1, 128, 0)
FLMB ABCDEFGHIJK 2 A_Explode(1, 128, 0)
FLMA A 1 bright A_Explode(1, 128, 0)
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(1, 128, 0)
FLMB ABCDEFGHIJK 2 A_Explode(1, 128, 0)
FLMA A 1 bright A_Explode(1, 128, 0)
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(1, 128, 0)
FLMB ABCDEFGHIJK 2 A_Explode(1, 128, 0)
FLMA A 1 bright A_Explode(1, 128, 0)
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(1, 128, 0)
FLMB ABCDEFGHIJK 2 A_Explode(1, 128, 0)
TNT1 A 0 A_Jump(192, "Death")
Loop
Death:
TNT1 A 1
Stop
}
}
//Diablo Firewall missiles
Actor FlameW
{
Radius 4
Height 200
Scale 1.00
//Speed 8
//Projectile
MaxStepHeight 500
RenderStyle Add
DamageType Fire
Alpha 0.90
//-NoGravity
//+LowGravity
//-MISSILE
+DROPOFF
+RIPPER
+FLOORHUGGER
+NoExplodeFloor
+NoDamageThrust
States
{
Spawn:
FLMA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_Explode(3, 256, 0)
FLMB ABCDEFGHIJK 2 A_Explode(2, 256, 0)
TNT1 A 0 A_Jump(192, "Death")
Loop
Death:
TNT1 A 0
Stop
}
}
//Diablo Firewall warper
Actor FirewallFlame
{
States
{
Spawn:
TNT1 A 0 A_Warp(AAPTR_TARGET,0,0,0,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-200,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-190,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-180,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-170,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-160,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-150,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-140,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-130,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-120,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-110,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-100,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-90,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-80,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-70,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-60,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-50,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-40,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-30,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-20,0)
TNT1 A 0 A_CustomMissile("FlameW",0,-10,0)
TNT1 A 0 A_CustomMissile("FlameW",0,0,0)
TNT1 A 0 A_CustomMissile("FlameW",0,10,0)
TNT1 A 0 A_CustomMissile("FlameW",0,20,0)
TNT1 A 0 A_CustomMissile("FlameW",0,30,0)
TNT1 A 0 A_CustomMissile("FlameW",0,40,0)
TNT1 A 0 A_CustomMissile("FlameW",0,50,0)
TNT1 A 0 A_CustomMissile("FlameW",0,60,0)
TNT1 A 0 A_CustomMissile("FlameW",0,70,0)
TNT1 A 0 A_CustomMissile("FlameW",0,80,0)
TNT1 A 0 A_CustomMissile("FlameW",0,90,0)
TNT1 A 0 A_CustomMissile("FlameW",0,100,0)
TNT1 A 0 A_CustomMissile("FlameW",0,110,0)
TNT1 A 0 A_CustomMissile("FlameW",0,120,0)
TNT1 A 0 A_CustomMissile("FlameW",0,130,0)
TNT1 A 0 A_CustomMissile("FlameW",0,140,0)
TNT1 A 0 A_CustomMissile("FlameW",0,150,0)
TNT1 A 0 A_CustomMissile("FlameW",0,160,0)
TNT1 A 0 A_CustomMissile("FlameW",0,170,0)
TNT1 A 0 A_CustomMissile("FlameW",0,180,0)
TNT1 A 0 A_CustomMissile("FlameW",0,190,0)
TNT1 A 0 A_CustomMissile("FlameW",0,200,0)
Death:
TNT1 A 0
Stop
}
}