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  1. Class Afrit : Actor replaces Zombieman
  2. {
  3. Default
  4. {
  5. Health 9;
  6. Speed 6;
  7. Radius 24;
  8. Height 72;
  9. PainChance 50;
  10. Mass 500;
  11. SeeSound "Baron/Sight";
  12. PainSound "Baron/Pain";
  13. DeathSound "Baron/Death";
  14. ActiveSound "Baron/Active";
  15. Obituary "%o was scorched by an Afrit";
  16. HitObituary "%o found the Afrit too hot to handle.";
  17. DamageFactor "HellFire", 0.0;
  18. Monster;
  19. +NoGravity
  20. +NoBlood
  21. +Float
  22. +DontHarmClass
  23. +Rollsprite
  24. +Rollcenter
  25. }
  26.  
  27. States
  28. {
  29. Spawn:
  30. FRIT A 0 NoDelay
  31. {
  32. A_SpawnProjectile("OrbitComet", 44, 0, 0, 2, 0);
  33. A_SpawnProjectile("OrbitComet2", 44, 0, 180, 2, 0);
  34. A_SetRoll( random(0, 359));
  35. }
  36. //Intentional fall-through to Idle state.
  37. Idle:
  38. FRIT ABCD 4 Bright A_Look();
  39. Loop;
  40. See:
  41. FRIT AABBCCDD 2 Bright A_Chase();
  42. Loop;
  43. Melee:
  44. TNT1 A 0 A_Jump(64, "Melee2");
  45. FRIT ST 6 Bright A_FaceTarget();
  46. FRIT U 6 Bright A_CustomComboAttack("AfritBall", 44, 10, "Baron/Melee");
  47. Goto See;
  48. Melee2:
  49. FRIT E 6 Bright A_FaceTarget();
  50. FRIT F 6 Bright A_SpawnProjectile("HellFire", 44);
  51. FRIT G 6 Bright A_FaceTarget();
  52. Goto See;
  53. Missile:
  54. TNT1 A 0 A_Jump(64, "Missile3");
  55. TNT1 A 0 A_Jump(128, "Missile2");
  56. FRIT ST 6 Bright A_FaceTarget();
  57. FRIT U 6 Bright A_CustomComboAttack("AfritBall", 44, 10, "Baron/Melee");
  58. Goto See;
  59. Missile2:
  60. FRIT EF 6 Bright A_FaceTarget();
  61. FRIT G 6 Bright A_SpawnProjectile("Comet", 44);
  62. Goto See;
  63. Missile3:
  64. FRIT E 6 Bright A_FaceTarget();
  65. FRIT F 6 Bright A_SpawnProjectile("Hellfire", 44);
  66. FRIT G 6 Bright A_FaceTarget();
  67. Goto See;
  68. Pain:
  69. FRIT H 4 Bright;
  70. FRIT H 4 Bright A_Pain();
  71. Goto See;
  72. Death:
  73. TNT1 A 0 A_NoGravity();
  74. FRIT I 6 Bright A_Scream();
  75. FRIT J 5 Bright A_NoBlocking();
  76. FRIT KLMNOPQR 4 Bright;
  77. Stop;
  78. }
  79. }
  80.  
  81. Class AfritBall : Actor
  82. {
  83. Default
  84. {
  85. Radius 6;
  86. Height 8;
  87. Speed 15;
  88. Damage 8;
  89. RenderStyle "Add";
  90. Alpha 0.8;
  91. SeeSound "Imp/Attack";
  92. DeathSound "Imp/ShotX";
  93. Decal "BaronScorch";
  94. Projectile;
  95. }
  96.  
  97. States
  98. {
  99. Spawn:
  100. FRTM AB 5 Bright;
  101. Loop;
  102. Death:
  103. FRTM CDE 6 Bright;
  104. Stop;
  105. }
  106. }
  107.  
  108. Class Comet : Actor
  109. {
  110. Default
  111. {
  112. Radius 6;
  113. Height 8;
  114. Speed 10;
  115. Damage 5;
  116. Scale 0.55;
  117. SeeSound "Afrit/CometFire";
  118. DeathSound "Afrit/CometHit";
  119. Decal "Scorch";
  120. Projectile;
  121. }
  122.  
  123. States
  124. {
  125. Spawn:
  126. COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("CometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  127. Loop;
  128. Death:
  129. COMT D 3 Bright A_SpawnItemEx("CometDeathGlow", 0, 0, 0, 0, 0, 0, 0, 128);
  130. COMT E 3 Bright A_Explode(80, 80, 0);
  131. TNT1 A 0 A_SpawnItemEx("CometDeath", 0, 0, 0, 0, 0, 0, 0, 128);
  132. Stop;
  133. }
  134. }
  135.  
  136. Class CometTail : Actor
  137. {
  138. Default
  139. {
  140. RenderStyle "Add";
  141. Alpha 0.4;
  142. Projectile;
  143. +NoClip
  144. }
  145. States
  146. {
  147. Spawn:
  148. FRTB ABCDEFGHI 1 Bright;
  149. Stop;
  150. }
  151. }
  152.  
  153. Class CometDeathGlow : CometTail
  154. {
  155. Default
  156. {
  157. Scale 2.0;
  158. Alpha 0.6;
  159. }
  160.  
  161. States
  162. {
  163. Spawn:
  164. FRTB ABCDEFGHI 3 Bright;
  165. Stop;
  166. }
  167. }
  168.  
  169. Class CometDeath : Actor
  170. {
  171. Default
  172. {
  173. RenderStyle "Add";
  174. Alpha 0.7;
  175. Projectile;
  176. +NoClip
  177. }
  178.  
  179. States
  180. {
  181. Spawn:
  182. COMT FGHI 3 Bright;
  183. Stop;
  184. }
  185. }
  186.  
  187. Class OrbitComet : Comet
  188. {
  189. Default
  190. {
  191. SeeSound "";
  192. Scale 0.28;
  193. Speed 5;
  194. +NoClip;
  195. }
  196.  
  197. States
  198. {
  199. Spawn:
  200. COMT AABBCC 1 Bright A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  201. TNT1 A 0 A_SpawnProjectile("OrbitComet", 0, 0, 75);
  202. TNT1 A 0 A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  203. Stop;
  204. }
  205. }
  206.  
  207. Class OrbitComet2 : OrbitComet
  208. {
  209. States
  210. {
  211. Spawn:
  212. COMT AABBCC 1 Bright A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  213. TNT1 A 0 A_SpawnProjectile("OrbitComet2", 0, 0, -75);
  214. TNT1 A 0 A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  215. Stop;
  216. }
  217. }
  218.  
  219. Class OrbitCometTail : CometTail
  220. {
  221. Default
  222. {
  223. Scale 0.5;
  224. }
  225. }
  226.  
  227. Class HellFire : Actor
  228. {
  229. Default
  230. {
  231. +NoBlockMap
  232. +Painless
  233. +BloodlessImpact
  234. +Missile
  235. +DropOff
  236. }
  237.  
  238. States
  239. {
  240. Spawn:
  241. TNT1 A 1;
  242. Loop;
  243. Death:
  244. TNT1 A 10 Bright
  245. {
  246. A_SpawnProjectile("HellFire1", 0, 0, -180);
  247. A_SpawnProjectile("HellFire1", 0, 16, -175);
  248. A_SpawnProjectile("HellFire1", 0, 32, -170);
  249. A_SpawnProjectile("HellFire1", 0, -16, -185);
  250. A_SpawnProjectile("HellFire1", 0, -32, -190);
  251. A_PlaySound("Afrit/Hellfire");
  252. }
  253. Stop;
  254. }
  255. }
  256.  
  257. Class HellFire1 : Actor
  258. {
  259. Default
  260. {
  261. Speed 2;
  262. +Ripper
  263. +NoExplodeFloor
  264. +Painless
  265. +BloodlessImpact
  266. +Missile
  267. +DropOff
  268. }
  269.  
  270. States
  271. {
  272. Spawn:
  273. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  274. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  275. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  276. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  277. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  278. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  279. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  280. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  281. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  282. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  283. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  284. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  285. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  286. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  287. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  288. Stop;
  289. }
  290. }
  291.  
  292. Class HellFire2 : Actor
  293. {
  294. Default
  295. {
  296. Scale 1.5;
  297. Speed 1;
  298. RenderStyle "Add";
  299. Alpha 0.67;
  300. Damagetype "HellFire";
  301. Obituary "%o was scorched by an Afrit";
  302. +Ripper
  303. +NoExplodeFloor
  304. +BloodlessImpact
  305. +DropOff
  306. +Randomize
  307. }
  308.  
  309. States
  310. {
  311. Spawn:
  312. TNT1 A 8;
  313. FRTF A 3 Bright;
  314. FRTF BC 3 Bright A_Explode(3, 64);
  315. TNT1 A 0 A_Explode(3, 64);
  316. TNT1 A 0 A_Jump(191, "End");
  317. TNT1 A 0 A_SpawnProjectile("HellFire2", 0, 24, 0);
  318. TNT1 A 0 A_SpawnProjectile("HellFire2", 0, 0, 0);
  319. TNT1 A 0 A_SpawnProjectile("HellFire2", 0, -24, 0);
  320. End:
  321. FRTF DEFGHIJKLMNO 3 Bright;
  322. Stop;
  323. }
  324. }
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