Classes:BaronOfHell
Classes: BaronOfHell
→HellKnight
→StealthHellKnight
→StealthBaron
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Baron of Hell | |||
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Actor type | Monster | Game | ![]() |
DoomEd Number | 3003 | Class Name | BaronOfHell |
Spawn ID | 3 | Identifier | T_BARON |
The Baron of Hell is akin to the Hell Knight, but has twice as much health. A pair of Barons serve as the endbosses for the first episode of Doom before becoming a far more common foe later on in the series.
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub. |
class BaronOfHell : Actor { Default { Health 1000; Radius 24; Height 64; Mass 1000; Speed 8; PainChance 50; Monster; +FLOORCLIP +BOSSDEATH SeeSound "baron/sight"; PainSound "baron/pain"; DeathSound "baron/death"; ActiveSound "baron/active"; Obituary "$OB_BARON"; HitObituary "$OB_BARONHIT"; Tag "$FN_BARON"; } States { Spawn: BOSS AB 10 A_Look ; Loop; See: BOSS AABBCCDD 3 A_Chase; Loop; Melee: Missile: BOSS EF 8 A_FaceTarget; BOSS G 8 A_BruisAttack; Goto See; Pain: BOSS H 2; BOSS H 2 A_Pain; Goto See; Death: BOSS I 8; BOSS J 8 A_Scream; BOSS K 8; BOSS L 8 A_NoBlocking; BOSS MN 8; BOSS O -1 A_BossDeath; Stop; Raise: BOSS O 8; BOSS NMLKJI 8; Goto See; } } extend class Actor { void A_BruisAttack() { let targ = target; if (targ) { if (CheckMeleeRange()) { int damage = random[pr_bruisattack](1, 8) * 10; A_StartSound ("baron/melee", CHAN_WEAPON); int newdam = target.DamageMobj (self, self, damage, "Melee"); targ.TraceBleed (newdam > 0 ? newdam : damage, self); } else { // launch a missile SpawnMissile (target, "BaronBall"); } } } }
DECORATE definition
Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above. |
ACTOR BaronOfHell { Health 1000 Radius 24 Height 64 Mass 1000 Speed 8 PainChance 50 Monster +FLOORCLIP +BOSSDEATH SeeSound "baron/sight" PainSound "baron/pain" DeathSound "baron/death" ActiveSound "baron/active" Obituary "$OB_BARON" HitObituary "$OB_BARONHIT" States { Spawn: BOSS AB 10 A_Look Loop See: BOSS AABBCCDD 3 A_Chase Loop Melee: Missile: BOSS EF 8 A_FaceTarget BOSS G 8 A_BruisAttack Goto See Pain: BOSS H 2 BOSS H 2 A_Pain Goto See Death: BOSS I 8 BOSS J 8 A_Scream BOSS K 8 BOSS L 8 A_NoBlocking BOSS MN 8 BOSS O -1 A_BossDeath Stop Raise: BOSS O 8 BOSS NMLKJI 8 Goto See } }
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