Classes:Sorcerer2
Classes: Sorcerer2
After D'Sparil's mount is slain, it appears for a moment that the Serpent Rider is dead, too. But he quickly rises to his feet and begins battle alone. It shouldn't be a surprise that he is a tougher opponent than his pet. The native action A_Srcr2Decide is used to determine whether he teleports before an attack, while A_Srcr2Attack will make him either perform a melee attack, throw a devastating lightning bolt or summon forth two of his Disciples through summoning spells. When he dies, A_Sor2DthInit kills all remaining monsters on the level and sets his deathloop to loop seven times. A_Sor2DthLoop controls this looping behavior; an identical result could have been achieved with SDTH DEFDEFDEFDEFDEFDEFDEF 7
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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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D'Sparil | |||
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Actor type | Monster | Game | ![]() |
DoomEd Number | None | Class Name | Sorcerer2 |
Spawn ID | 143 | Identifier | T_DSPARILALONE |
DECORATE definition
ACTOR Sorcerer2 { Health 3500 Radius 16 Height 70 Mass 300 Speed 14 PainChance 32 Monster +DROPOFF +BOSS +DONTMORPH +FULLVOLACTIVE +NORADIUSDMG +NOTARGET +NOICEDEATH +FLOORCLIP +BOSSDEATH SeeSound "dsparil/sight" AttackSound "dsparil/attack" PainSound "dsparil/pain" ActiveSound "dsparil/active" Obituary "$OB_DSPARIL2" HitObituary "$OB_DSPARIL2HIT" action native A_Srcr2Decide(); action native A_Srcr2Attack(); action native A_Sor2DthInit(); action native A_Sor2DthLoop(); States { Spawn: SOR2 MN 10 A_Look Loop See: SOR2 MNOP 4 A_Chase Loop Rise: SOR2 AB 4 SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, FALSE, ATTN_NONE) SOR2 DEF 4 SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, FALSE, ATTN_NONE) Goto See Pain: SOR2 Q 3 SOR2 Q 6 A_Pain Goto See Missile: SOR2 R 9 A_Srcr2Decide SOR2 S 9 A_FaceTarget SOR2 T 20 A_Srcr2Attack Goto See Teleport: SOR2 LKJIHG 6 Goto See Death: SDTH A 8 A_Sor2DthInit SDTH B 8 SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, FALSE, ATTN_NONE) DeathLoop: SDTH DE 7 SDTH F 7 A_Sor2DthLoop SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, FALSE, ATTN_NONE) SDTH H 6 SDTH I 18 SDTH J 6 A_NoBlocking SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, FALSE, ATTN_NONE) SDTH LMN 6 SDTH O -1 A_BossDeath Stop } }
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